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sraw531: I have been looking for this every other year for about 10 years.
Yes, it has been always been missing for me as well.

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sraw531: Might be nice to include a list of preset things that you cannot change (yet?), like:
Size: 64x64
Max Counties: 16
Max Traders: 6 (3 destinations each)
etc.
Where do you feel that list should be found? On forum, in manual or some other place?

The Trader limitations are different btw., but Trader behaviour is not easy to predict without some help,
Each Town can have up to 3 assigned guaranteed Traders. But a Trader can visit more than 3 Towns. It is about figuring out a solid route.

There are some engine limitations that probably cannot be changed with reasonable work. That is for example the 64x64 Tileset and the 16 country limitation. My first Testmap actually used the 20 spots for Domains but the game always crashed. Some stuff in the game supports sadly up to 16 Domains only. So you would have to practically rewrite gamecode in very many places.

Thank you for the suggestions btw.!

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sraw531: Suggestions:
Have a "No edit" type (so you dont accidentally overwrite domains or tiles)
Default to "Brushes" instead of "Maptiles", as they look nicer.
Put "Domains" under "brushes" instead of its own catagory, and make the brush work on domains.
"Set" all unclaimed territory to owned by 32
Should be all changed in current build except the defaulting to brushes!

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sraw531: Traders: Where do they start? I am pretty sure they can be preset to certain zones, but when I attempted to have it be the very first on the route they didn't always start there.
Yes, Traders have their own head. After listening a few minutes to explanations how the startingpositions and traderoutes are placed I gave up. It is complicated.

One supersecret new feature in the build that we want to release soon(TM) has therefore a predictor and different views that show starting positions and routes according to your current settings. You can change the results by changing the allocated Traders in Towns.
I think you will like this as much as I do.

Edit: The explanation how it actually works has now be included into the new manual. Thanks for the suggestion!

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sraw531: Bugs:
Setting domains on Castles / other things turns the land to water (maybe if you had water there instead of painting as land, but I am not sure). Refreshing removes this from the display, but in game it is still water sometimes.
I think you unfortunately stumbled on the bug where setting a castle on not complete plain land remebered the water below and therefore didn't set Domain or broke gameplay in some instances. This issue should be fixed together with some combinations of other structures and placing issues.

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sraw531: I was unable to set borderlines.
The map I was working on (which was mainly supposed to be a proof of concept, taken from an image that I made two years ago if such a tool had existed) somehow got "corrupted", and it only shows the top right slice of the map (from top, to right, and downleft of that line) when in the editor. I can still get into it in the game, but it is not finished yet. It looks close though.
Zugriffsverletzung bei Adresse 0047837C in Modul 'L2EditII.exe', Lesen von Adresse 797F7070
That one I cannot yet completely track down yet. As pretty many things have been changed in the meantime under the hood I would ask you to retry then with the new build. There are some issues theoretically the old version can do on maps that it shouldn't. So there is that option as well.

If the bug persists i would ask you to send me the map together with the specific steps that lead up to the error so it can be reproduced and fixed. But for now I hope that problem is solved already.

Thanks for reporting the bugs! Please let me know if you encounter any other problems.

As there is a "feature freeze" right now on the new build and only smaller fixes are being applied I hope I can provide you the new build soon.
Post edited October 11, 2018 by Lyranaar
I believe that the corruption might have occurred because of moving the file from my desktop to the directory of the editor.
I also noticed that the tool "expects" your lords2 installation to have a PL8 folder.
My installation (which, granted, is a copy of a copy of the GoG installation. because its easier than downloading it every time) did not have a PL8 folder (or any other folder, makes it annoying to search through the folder but short-cutting the exe is enough to make it a non-issue).
I solved this problem by copying all the PL8's into a folder that I made, plus the 256's. Interestingly enough, there is now a PL8 folder on my desktop with exactly one file - map07.pl8. Not sure how that happened.


Now that I have a handle on how to use the tool, I did make a map from scratch that seems to work, in like 40 minutes. My first map (which is semicorrupted anyway) the computers make type1 armies and just sit there, and if you ungarrison a castle you cant get back in (or in, in any situation besides construction). This map which I have only played like 8 turns, has them garrisoning their starting keeps - so AI might work. (Both maps have traders working, just not starting where I wanted)


Keep up the good work!
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sraw531: I solved this problem by copying all the PL8's into a folder that I made, plus the 256's. Interestingly enough, there is now a PL8 folder on my desktop with exactly one file - map07.pl8. Not sure how that happened.
That is really cool stuff, as Lords shouldn`t actually work without the PL8 directory. This one includes graphics. The .256 files are palettes for example.
Yes, without that directory it has not been tested and results are "interesting".

I'm using some gog version, actually after installing it one time I -think- just copying the directory works fine. Need to recheck though.
Actually this is one thing we will have to check before releasing the new version to make sure there are no problems.

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sraw531: Now that I have a handle on how to use the tool, I did make a map from scratch that seems to work, in like 40 minutes. My first map (which is semicorrupted anyway) the computers make type1 armies and just sit there, and if you ungarrison a castle you cant get back in (or in, in any situation besides construction). This map which I have only played like 8 turns, has them garrisoning their starting keeps - so AI might work. (Both maps have traders working, just not starting where I wanted)
Building working maps is for me much faster even with the new build, making a working map is really fast. Making an interesting map takes sadly more time for me.

The issue with the castle might be because of water tiles below of it. While new placements work now old maps have to be fixed manually (delete castle, replace castle and check domains).

Could you check your L2Edit.ini in the directory of the editor directory? Is the path set correctly there? The map07.pl8 should go into the PL8-directory.

Some technical info, maybe it helps for that:
The main part of the maps for playing the game is stored in L2_maps.dat, some parts are in the PL8 directory mapXX.pl8 (minimap and stuff).
map07.PL8 stores for example the Minimap and stuff for the mapslots 25 to 28.

EDIT:
Yes, thanks a lot, the file structure is changed now!

PL8 are in the main directory, that changed from my older gog version. I didn't think there would be folder changes, so that was not checked for quite some time.

The new version will support old and new builds of LotR2, work is already in progress. Still trying to release the new version as soon as possible, but that is a critical issue that will be fixed before.
Post edited October 12, 2018 by Lyranaar
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Lyranaar: Yes, thanks a lot, the file structure is changed now!
I think I missed something. Are edits continually being made to the zipfile you originally posted? I've been trying to wait until the new version came out.
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addams013: I think I missed something. Are edits continually being made to the zipfile you originally posted? I've been trying to wait until the new version came out.
No, you didn't miss anything! The downloadable version is not changed, I will post a big info as soon as it is done. We try to change that one not often.

What has been changed is the file structure of the game installation of LotR2 that the GOG-Installer does. Older versions had subdirectories (like the CD Version I think) while the newest Galaxy installation and - probably the current stand alone installer - puts all files into one single directory.

This (surprising) change was missed as LotR2 never gets deinstalled at my computer. ;-)

As the map editor up to now had anticipated the file structure to be with subfolders it is now of course important to support both types of installation. Both editor and Map-Importer have to be changed. I will get a version including these changes probably tonight (?) and can do some testing then.

Most preparations for the new build are done (even updating the manual).

Really sorry if anyone had problems getting it to work. (Thanks sraw531 again for the info!)
Did you know that Lords of the Realm 2 has climate zones?

I didn't, but it actually has. And the best thing is Version 1.02 shows that in a helper so you can design maps now even more to your liking.

New Version 1.02 of the Editor is out!
Sorry that it took a bit longer. But Version 1.02 is finally ready for download. I hope it gives you a smoother mapping experience. I personally like it so much better than the initial release. But of course - I'm biased, most of the features were implemented because I asked for them.

Please let me know if you stumble upon any bugs or problems! Only that way they can be adressed.

For all the good stuff and the new Downloadlink for Version 1.02, please check the updated first post in the thread.
Post edited October 13, 2018 by Lyranaar
Hello Lyranaar,

Nothing to say but thank you!!!!

I was waiting for sooooo long for this editor and after years...

i have no words...

I created a new map just to say thanks!

Just in case you guys are wanting to place all custom maps on a pool


Shirub
Wow!

Thanks to shirub there is now a reason for a new place:

https://www.gog.com/forum/lords_of_the_realm_lords_of_magic_series/lords_of_the_realm_ii_release_custom_maps

He did not only create one map, there are now two new custom maps uploaded for you to conquer. And one more will follow.

Thanks a lot shirub for sharing those maps!
Post edited November 28, 2018 by Lyranaar
New Version of the L2Patcher.exe is uploaded.
The packaged version had a bug writing changes. Please redownload the fixed Patcher und simply overwrite the old one. Sorry for the inconvenience.

You can find the fixed Patcher here:
https://cloud.obsidian-storm.de/index.php/s/FXOsALFKahDOjcT
Hello, I am new here and to map editing/ creation in Lord of the Realm. I have decided to create a map for me and my friends to play a multiplayer game with. This map will comprise most of eurasia and the limitation on the number of provences/ counties may prove to be a problem. Hence, I am wondering if there is any way to edit game files to permit such a thing
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BubblegumboSmuggle: Hello, I am new here and to map editing/ creation in Lord of the Realm. I have decided to create a map for me and my friends to play a multiplayer game with. This map will comprise most of eurasia and the limitation on the number of provences/ counties may prove to be a problem. Hence, I am wondering if there is any way to edit game files to permit such a thing
Hey there^^
Welcome! I hope you have loads of fun with editing and playing. Please feel free to share your maps as well. Just send me a message if you have a working map and I will add it to the mapthread. Of course you can host and share it yourself as well.

If you want to play custom maps multiplayer you probably have to import at both players the map unto the same position of the map list. I have not tested that yet though.

The number of countries is sadly limited to 16. While a few things can be already edited via the L2-Patcher and more options might be made available at a later time changing the number of countries to more than 16+Nomansland is not possible. That is because of structural limitations of the game engine. Nothing short of a complete rewrite can fix that.

If you have specific problems, encounter bugs or do have suggestions please feel free to shout out!
There is still some developement going on in the background but at this point I do not want to promise anything that might or might not be publicly released.

Cheers!
Hey there first I have to say:

THANK THE GODS SOMEONE FINALLY DID THIS!!!

And thank you Lyranaar for sharing this.

I am so excited to play with this new function and play new maps...

Now, is there going to be, or is there a place we can share, trade, upload maps?
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Volizden: Hey there first I have to say:

THANK THE GODS SOMEONE FINALLY DID THIS!!!

And thank you Lyranaar for sharing this.

I am so excited to play with this new function and play new maps...

Now, is there going to be, or is there a place we can share, trade, upload maps?
Hey Volizden^^

Welcome, really glad you like it! At the moment all available maps (I know of) can be found right here on the forum as you might have seen already. Their might be soonish one more up.
https://www.gog.com/forum/lords_of_the_realm_lords_of_magic_series/lords_of_the_realm_ii_release_custom_maps

If you have maps that work on a technical basis please feel free to shout and I send you an upload link. I will add them then to the thread.

If you have any questions, bug reports or feature requests, please let me know!

Cheers!
Thanks, to be honest I am still trying to figure out basic editing ROFL, looking foarward to it though
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Volizden: Thanks, to be honest I am still trying to figure out basic editing ROFL, looking foarward to it though
Did you work through the quickstart guide (pdf)? It should give you a basic grasp how to do most things. Of course everyone develops a individual way to edit maps pretty fast.

Good luck and loads of fun! And just shout if you need any help.