|
Post by oldpop2000 on Sept 15, 2017 18:00:39 GMT -6
also there is a big difference between an axe wielding armoured shock trooper and a levvie You know, there might have been other reasons for giving the Vikings the land. We know that that portion of France; the area from the River Epte to the sea was frequently being raided and invaded. So why not compromise with Rollo and give him the land in exchange for his loyalty. He would protect his new lands, and while he was at it, leave Charles to deal with other portions of France because there was civil strive. Remember that Rollo converted Christianity like all Viking did to be able to trade with other nations in Europe who were Christian nations. They were clever traders, you know. Seems like a win-win situation for both, in my opinion. Who better to protect you from invaders, than A Viking invader. We also know from writings and archeology that the few Viking settlers were quickly absorbed into the local populace and within a few generations, had almost no Viking heritage or customs left. The people who invade that area were given the name Normanni but that was a general purpose name for all Scandanavians. The main city on the Epte is Giverny which is NW of Paris and about 60 miles from Le Havre on a heading of 294.59 degrees. Interesting history. I have some good books on the subject.
|
|
|
Post by Airy W on Sept 16, 2017 8:03:51 GMT -6
leave Charles to deal with other portions of France because there was civil strive Not to mention the grandiose ambitions in germany.
|
|
|
Post by oldpop2000 on Sept 16, 2017 9:19:39 GMT -6
leave Charles to deal with other portions of France because there was civil strive Not to mention the grandiose ambitions in germany. If I remember my history, Charles the Simple was overthrown by Robert 1st and he became the King of the Franks. When Rollo saw this, it was all bets are off and he went raiding and invading again.
|
|
|
Post by oldpop2000 on Sept 16, 2017 12:11:27 GMT -6
I've downloaded a copy from Internet Archive, of Geoffrey of Tours, The History of the Franks. Should be interesting.
|
|
|
Post by fourcartridge on Sept 18, 2017 19:45:24 GMT -6
Hello Everybody. Having recently bought this game and trying out all the custom nations, I decided to make my own. First time modding anything, and I still need to fill out the missions, but it's playable. Here's Alt-History Hawaii, where Queen Liliuokalani was able to retain the throne and the kingdom's independence. It only possesses the actual islands, and needs to pick its fights very carefully. Gave it Efficient Shipbuilding Industry to give it a fighting chance, though Comments and Critique on how to balance Hawaii without being too unbelievable is welcome. BTW, ship names: BBs are named after Hawaiian deities BCs are islands in the chain and the two ruling dynasties of the kingdom Cruisers are fish in Hawaiian tongue DDs are girl names AMCs are the word "Traveler" in different languages. Attachments:RTWHawaii.zip (4.81 KB)
|
|
|
Post by garrisonchisholm on Sept 28, 2017 14:48:45 GMT -6
Wow! That is an engaging enterprise, though I am not sure I"d worry about 'believe-ability'. Welcome to the forums btw! That has been several people of late whose first posts have been significant modding contributions. While harbors Hawaii has aplenty, the economy to support multiple heavy ships would be quite the challenge. If Kona coffee had had an explosion of demand in 1895 though, history shows many nations strove to acquire what they could not really afford. I can't look at this for a while - two projects in hand- but I look forward to observing commentary as it collects.
|
|
|
Post by HolyDragoon on Oct 1, 2017 16:19:45 GMT -6
natogeneralYou mind if I do some clean up of the ship names for Portugal? They just sound too sprinkled around to me. Also, what's up with needing to give a new name to every single minesweeper? Is that some kind of limitation within the system?
|
|
|
Post by director on Oct 3, 2017 7:29:35 GMT -6
HolyDragoon - Many ship lists have individual names for minesweepers. Those are also used for AMCs.
|
|
|
Post by HolyDragoon on Oct 3, 2017 12:09:15 GMT -6
That's the thing - the file does have AMC names, but if I build a MS, it asks me to name it manually. It made no sense to me, especially after I realized from other nation files that AMC and MS names were shared.
|
|
|
Post by cv10 on Oct 3, 2017 20:21:28 GMT -6
NetherlandsAs I teased in the ship design thread months ago, I've been working on a Netherlands mod.This mod adds in the Netherlands as a playable nation, with a possession in Europe, and colonial holdings in the Caribbean and Southeast Asia. As a note: this mod is compatible with Skjod's Sweden mod (not the Scandinavian Union). Additionally, the mod does not impact the ownership of the historic Dutch colonial holdings outside of when actually playing as the Netherlands. When you play as a different nation, those possessions will be neutral as they are in the base game. However the Netherlands itself is not conquerable. A Note: the Dutch control the Virgin Islands to represent their presence in the Antilles chain. Ship NamesB/BB: Dutch Monarchs and political institutions from both the Dutch Republic and the House of Orange BC: Dutch Admirals, Political Figures, other assorted notables, and colony names CA: Dutch generals and battles CL: Dutch city names DD: named after animals and artistic figures SS: 0- AMC/MS: assorted names based on Dutch merchant ships, and positive character traits Tech BonusBonus Tech= Oil-fired engines-> the DEI produced a ton of oil, and I thought that the Dutch might have been an early convert to oil-fired engines. Bonus Tech Area= Submarines-> more historical, the Dutch did a lot of submarine innovation, particularly during the Interwar period. I owe a thousand thanks to garrisonchisholm for having beta tested over 5 different versions of this. I almost released it without having anyone test it, and had I done so, it would have been a disaster. He caught so many glitches, bugs, errors, and other sorted mistakes. A great deal of credit goes to him for how good this mod is. I'd also like to thank director for providing invaluable advice for a first time modder, particularly with regard to the War missions editor, and for his own mods in this thread: their files were useful as examples of what my mod's files should look like. Also: there's a recurring bug that happens if Japan captures either Sweden or Norway. Essentially any ship in Europe gets used when the game generates war missions for South East Asia. This was a problem with the French war files too (which was solved by simply deleting the offending missions). So far, everything else is working and this issue has only cropped up when Japan captures a European province. I'm not sure, but I suspect that it also might happen if the USA does so as well, but I have not seen that happen yet. It's just like any other mod. put the Mapdata,shipnames, Nat file, and warmissions file, in the Data file of the game, and override were needed. Put the Netherlands.bmp file in Flags, and Accessory 1580 (a dutch flag for ship profiles) in the Flag Accessories file. Keep a copy of the original map-data file somewhere so you don't have to re-install the game just to get the original file. Netherlands v 1.zip (92.63 KB)
|
|
|
Post by parrot on Oct 15, 2017 21:09:53 GMT -6
You were having fun with the nation pack right...? WELL TOO BAD THERE IS A BIG UPDATENation pack V2
I was playing as Portugal and decided to quickly add the rest of their colonies. For anyone who's interested, I've added Guinea-Bissau, Goa, Macau, and East Timor. They seem to work fine on the main map but I haven't had a chance to test them out in battle to see if they're working properly. Credit to natogeneral for his nation pack, of course! Attachments:MapData.dat (857.45 KB)
|
|
|
Post by aeson on Oct 31, 2017 13:30:08 GMT -6
parrot , your possessions lack battle definitions, so I suspect that you will not fight at your new possessions and will only see them if you fight a battle at a possession in the same sea zone. Also, without at least one defined CAPositions# with with coordinates and direction other than 000000E 000000N 0 I believe that any coastal artillery built in the possession will fail to spawn on the battle map and the game will throw an error trying to place the batteries, though I don't believe that that will cause the game to crash. If you look in my map mod, I also used Dili as the port for Timor and I defined a pair of CAPositions near it; if you'd like to add those to your East Timor, feel free to do so. It would appear that I did not properly define a battle for it, though, so while I have no objection to you taking the dummy battle definition that's there, any battle that spawns using that battle definition might be in a strange place or have errors. You're on your own for the moment with the other possessions.
|
|
|
Post by pootisman on Feb 1, 2018 2:04:41 GMT -6
does anyone have a copy of the original map file?I m too lazy to reinstall the game
|
|
|
Post by krankey on Apr 9, 2018 2:44:04 GMT -6
I have a few ideas I believe would make some interesting variations on the main RTW game.
However I know nothing about file editing etc. Is there anyone out there with editing skills who would like to collaborate on a project or two while we await RTW-2's release ?
Whilst I know we can create a custom nation, are we able/allowed to tinker with existing nation settings?
|
|
|
Post by director on Apr 9, 2018 7:26:03 GMT -6
You can, but only by creating the nation under a new name. For example, you could create an "Imperial France" CN (custom nation) and then either play as that country or, by saving an existing country under a new name (or modding it) as - for example - Imperial Britain, you could add Imperial France as one of its opponents. 'Imperial Britain' might be exactly the same as the UK in the vanilla game, just including a custom nation in its enemies' list.
One issue is that you can't change the existing territory ownership (or use: some possibly usable territories aren't 'turned on' for use in the basic game and so are not owned or conquerable by anyone) by very much - maybe four or five territories, I think; I'd have to go look up the limit. To make more changes than that, you'd have to change the map data file. That means the player would have to delete, rename or move the old map file and replace it with the new one in order to play the game. That's more trouble than I've been willing to subject a player to, which is why my custom nations usually involve fairly small territory changes.
If you have some specific questions, then drop me a PM. If not, I recommend you check out the modding guide and open up the files for a custom nation you like.
|
|