
I suggest to backup a copy of the folders, so to be sure you can get back to start if things goes wrong. They affect both campaign and battle game, and they are the ones I will discuss in this tutorial.įirst thing, BACKUP all the files involved.

Game Buildings are the ones buildable by the players during the game in the settlements. I will not discuss them in this tutorial. Special buildings are walls and towers and they are somehow more complicated to manage due to their multiple features. They can’t have recruiting capabilities, they can’t have bonus capabilities, they do not affect campaign game and in battles they are merely obstacles for troops or scenario decorations. They need much less steps then the others. Specifically, I will explain step to step how to:Īdd new buildings in the building tree of the gameĪdd their 3d models to the building DB so that they will appear in gameīefore starting, keep in mind there are different type of buildings you can add to the game.Īmbient Buildings are the simpler ones. Just to be clear: I will NOT explain HOW to model buildings here, just how to add them to the gameplay. Summary: This tutorial explains how to add totally new buildings to the gameplay, both in strategic and battle map modes. Required software: Notepad (or other text editor), 3dmax, graphic editor like photoshop or GIMP Modding area: Buildings (strategic - battle map) I was not able to find any tutorials etc.Title: Krn3ll Guide to add brand new buildings to RTW 1.5 Yes,I have been looking into the battle editor and have noticed that I can bring the Hornberg up.But am finding it hard to acually put a battle togetter. can't have them, really, unless you want to screw around with the Battle Editor. In the campaign map you can point to a settlement and say "Load this settlement file" - hence you can have an unlimited amount of custom settlements on the campaign map.

This is because the campaign map settlement generation is fundamentally different to that of Custom Battles. However they work fine on the campaign map.

This hogs up that seventh slot and means you can't select them in custom battles.

In DaC the "Wildmen" culture was introduced (Anduin, Dunland, and others). The seventh was the "Custom" slot - and that was used in Custom Battles to allow essentially the game to load the Mines of Moria each time Huge City was selected. Medieval II is hardcoded to seven "settlement types." In TATW there were six faction types (Dwarves, Elves, Orcs, Men, something and something I really can't rememer). They have indeed told us why the game won't handle the custom settlements. Despite the unpolished, unbalanced turd it is. (They havent even bothered to tell you which maps work and which maps dont) Originally posted by Akbar:Theres some excuse that the campagin models and custom models collide, meaning that custom maps dont work.
