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Think Like a Programmer by Anton Spraul - book review.Random campaign scenarios for Medieval 2 Total War.How to make a good random maps for Medieval 2 Tota.
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Easy Windows registry editing with JRuby.Make your own Medieval 2 mod, with blackjack, and.If you're very impatient just email me and I'll send you what I've got. I'll release it sometime soon, there are still some bugs to be fixed, and I need to figure out some kind of user interface so non-programmers can run the script. I don't have any immediate plans to go there, but one day, who knows? In theory it would be totally possible to go further with it, and make fully random maps for Medieval 2, with one of random map generating algorithms other strategic games use. I don't see any major reasons why it couldn't be adapted to run on anything from Rome to Medieval 2 to Kingdoms, with some work. The scenario script is not separate from the rest of Concentrated Vanilla, but if you need some assistance with porting it to another mod, we should be able to sort things out somehow. These aren't particularly complicated issues, but each mod needs to solve them differently. Things like lists of factions, protected regions and factions (here - Americas, and aztecs/timurids/mongols), what kind of units should factions get, etc. There would need to be a lot of tweaking for each mod. In principle it should be possible, as long as the mod is not too heavily scripted (like Third Age). The obvious question is - can you use it in vanilla, or other mods? There are some bugs to fix (Durazzo gets skipped always, churches should get demolished if faction of different religion gets settlement). I could generate correct maps for campaign start menu, but it's better for suspense not to reveal factions' locations there just yet. The script can be tweaked to always allocate some settlements to some factions (like Rome to Pope), allocate different units based on settlement size and type, and do other interesting things.Īll navies are disbanded to simplify matters. Muslim and Orthodox factions get more settlements on average, since otherwise it would be too easy for Catholics. If faction gets more cities than it had originally, extra cities get filled with some basic units (IIRC I set it to 2 Spear Militia or something similar + 2 basic missile units for all factions). In my AAR playthrough I put minimum number of settlements at number of family members, since I had no other way to deal with them, now they'd just be places somewhere near existing cities. These maps are very interesting, and probably won't lead to AI problems like with my AAR.Īs for some extra details - settlements are neighbours if they have either land link or land bridge, so Denmark is neighbour of Sweden (land bridge), but Cyprus isn't neighbour of anything.