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Hullo!

I just tried this editor a few days ago and have made two maps. One of Scandinavia and parts of northern Europe and the other one is Spain.

What I wonder is: how do you make nomansland to appear on the minimap?
Post edited March 23, 2019 by DavidBergquist
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DavidBergquist: Hullo!

I just tried this editor a few days ago and have made two maps. One of Scandinavia and parts of northern Europe and the other one is Spain.

What I wonder is: how do you make nomansland to appear on the minimap?
Hey^^
Hope you have fun! Maybe you would like to share the maps as well when they are done.

Thanks for pointing the issue with the mini map out. I just checked it, it actually doesn't do that right now. The coder will look into it, I'll let you know as soon as I know more.
I found a way to do it.

If you export the domain map to a BMP and fill the nomansland area with the colour of a no neighboring domain colour and than import the BMP again and after that you create the minimap domain mask from the map, the nomansland appear on the minimap.
Post edited March 29, 2019 by DavidBergquist
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DavidBergquist: I found a way to do it.

If you export the domain map to a BMP and fill the nomansland area with the colour of a no neighboring domain colour and than import the BMP again and after that you create the minimap domain mask from the map, the nomansland appear on the minimap.
Yes, that is probably the best workaround. Glad you found a way! Thanks also for sharing!

(Just remember to redo the minimap mask - but not the minimap image - for the real countries as else the minimap will probably do strange highlights in game. So don't use "Set all".)
Post edited March 29, 2019 by Lyranaar
New Map
Arbitration

Counties
13

Description
A land full of strong counties with plenty of resources and fertile farmland. But, do you really need to farm all that land at the expense of mobilizing weapons before your enemies invade? Woe is the Lord in the middle.

Link
ufile.io/xk736
Expires on April 30, 2019.
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Oumor: New Map
Arbitration

Counties
13

Description
A land full of strong counties with plenty of resources and fertile farmland. But, do you really need to farm all that land at the expense of mobilizing weapons before your enemies invade? Woe is the Lord in the middle.

Link
ufile.io/xk736
Expires on April 30, 2019.
Hey Oumor!

Thanks for sharing this map of yours! It is in the map section now also listed in the first post and reuploaded with a more permanent link.

I also uploaded to celebrate this new map a second map. For this second one (Sunflower) all credits go to shirub!

There are now 8 custom maps publicly available, so hard choices for the next game. :)
And 3 more maps by Oumor added in the map thread, now it's 11 maps awaiting to be conquered.

Thanks again for sharing the maps!
Lyranaar, can I mail you some of my maps?
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DavidBergquist: Lyranaar, can I mail you some of my maps?
Hey David!
I'm happy to add them, thank you for offering! I invited you friend so we can do the rest via PMs.
Thanks to DavidBergquist two more maps are available bringing the new total to 13 maps.

While I did only quickly check the two maps out yet, they look just great. Thanks again DavidBergquist for sharing them!
Very good job bro, finally i can reedit campaigns with diffrent maps:P

anyway, its possible to make ai stronger? like knight whos making only wood palace and sometimes keep to make only royal castle? or he will make stronger army not only most villigers?
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Szwagiermc: Very good job bro, finally i can reedit campaigns with diffrent maps:P
Hey Szwagiermc^^
Happy you like it, I hope you have lots of fun with it! Campaigns are right now not very convenient to control, but changing maps is ofc possible.
As we have now a number of cool maps in the wild their is indeed some possibility there.

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Szwagiermc: anyway, its possible to make ai stronger? like knight whos making only wood palace and sometimes keep to make only royal castle? or he will make stronger army not only most villigers?
Yes the Knight is not the brightest Lord on the block.^^ He really needs someone to teach him a few basics...

Well, generally speaking, there are those AI behaviour stuff (like combat AI) that are basically off the table to be improved. Other things on the other hand might be possible.
Problem with AI stuff is always though that it needs usuall loads of time to test results of changes and reiterate.

Currently I'm a bit busy. But I might share some thoughts and stuff whats going on with the editor in celebration of the 1st aniversary of the release in a few days. (no huge party, no huge presents, no big release - sorry guys)
I am waiting for it :)


I have reedit warcraft 1 and warcraft 2 and made insane diffcult
It's been a little bit over a year that the first build of the Lords of The Realm 2 Editor is out in the wilds. When first loading it up the idea was, that maybe a few people might like to have it, too. I was musing if in the next 5 years 10 people would give it a go and have fun with it.

After just one year there are regular downloads of the Editor and Importer and even more important: There are now 13 maps to conquer. Thanks a lot shirub, Oumor and DavidBergquist for sharing them!

So whats up with the Editor and stuff?

One pretty time consuming factor with Lords stuff is the (play)testing. So if I'm slower in testing new stuff and new builds progress is slow as well. For any of the cool stuff there is no fixed timetable or guarantee it will be polished enough to be released.

With having basically a feature complete custom map editor there was a change in focus. Here are some things that actually could happen.


Castle Sets

There is already a basically working internal proof of concept Castle Editor. It is in some ways pretty powerful but lacks automated checks and still needs some knowledge of castle map logic. Like usually with Lords2 the problem really is the AI. I think that is the reason the (The Siege is on) Siege Pack brought only the lackluster battle field editor instead of the real deal Castle Editor.

Right now changing castles is easy, building new ones can be done. Making the AI actually get it is hard. In addition a number of logics are necessary to produce a working map. Right now each map and layout needs tons of testing over and over again. Sometimes even one wrong moat breaks the AI (especially moat!). Predictions if a map will work are completely impossible.

Not all is lost though.

The solution for now will probably be castle sets out of already (kinda) working castles. The test version already supports up to 3 predefined different sets of castles. Map editors can in the newest build of the editor choose which of those defined castle sets a country should use. The beauty is: All standard maps are fully compatible, they just use the default castle set for every country.

Castle sets need a modded Lords2.exe as vanilla Lords2 does not support this.


Balancing/Modding

There are many things that are not easy to be changed. But quite a few things actually can be changed with the tools now. Always the pesky thing is though testing changes. In my opinion changes should not change the game experience but rather enhance it or support it.

There are some things that I think maybe could be done:

- Adjusting carefully weapon prices and resource costs, maces are too cheap while eg. knights are too expensive to be used for anything other than having fun
- Helping out the Knight: The Knight is good in making bad decisions. That shows in almost every game where he hopelessly loses. Right now testing of AI changes is time consuming. But I think it will be possible to help him out a bit as I have some idea why his strategy is so bad.
- Adjusting presets for difficulties is something I would like to do as well. That does take some time but is doable. Again, testing is here really the issue.
- Mod managing/deploying and Exe modding mechanism will be needed to go for the good stuff as changing things manually is just one step.


Custom Map Editor

- Mostly a maintainance update of the Editor is planned. Some bug fixes like usual and some things under the hood.
- New Version of the Map Edit will gain Castle Set support (ready to be tested). This feature might be activated or deactivated in the next version.
- Updated stand alone Map Importer, support for new stuff like castle sets here as well.


Other Things

- As I myself have not played campaigns those were not focus. As there is interest in it maybe that could be looked into as well. Again modding the Exe will be necessary for some things.
- Giving the Editor and Patcher a bit more spotlight as right now only a well aimed google search and GOG-Forum knows about it.


Again, please keep in mind. It's ready when it's ready. Not all might be released or things might change. With one coding, documenting and testing/mapping and one mapping/modding and testing/playtesting things go at their own pace.

Feel free to shout if you have thoughts about prices or if you think something else might be worth a look. (No, changíng RTS AI is not on the table!)
If you are looking for someone to test me i can do it :P


its possible to make mappack with all new maps?
Post edited June 01, 2019 by Szwagiermc