New Terrain Mod (NTM) - Beta Test Version

Discussion in 'Modding' started by Ebel, Jan 3, 2018.

  1. Ebel

    Ebel Moderator Staff Member

    [​IMG]

    Hi all,

    I just uploaded a test version of my New Terrain Mod to the Steam Workshop. If anyone is interested, try it out, I'd like to get some feedback while I'm still working on it.

    Additions:

    1.) New landscape options : Lakes, Rivers and coastal. (360+ map masks.)
    2.) New seasons options: Spring and Autumn.
    3.) New foreststype option: Countryside (rural with farms), Taiga (default), Black forest (Dense forest), temperate forest (new trees mix).
    4.) New harvestable treetypes : Willow, Oak, Beech, Birch, Cypress, Olive, Poplar, Maple, Oak bushes,...
    5.) New flowers and decoration types: cabbage, cornflower, thistle, caluna, editor buildings (rubbled houses, farmsteads, graves).
    6.) New map textures (summer, winter, autumn, spring)
    7.) New peace time options: 5 & 15 minutes.
    8.) New mapsize options (Medium & Very large): current options now are : tiny (256), normal(320), medium (400), large (480), very large (560), huge (640)
    9.) New warship options: with or without warships or transports only
    10.) New additional start options: 17th century barracks, log Cabins, a village and union of nations.
    11.) New resource start options: 10000, 50000, 100000 and 500000.
    12.) New diplomatic option: Expensive mercenaries, costing 3 times as much as normal.
    13.) New random map masks (350+) for existing landscape types bringing more variety in start positions & terrain, particularly for 8 player maps but also for 2-7 player maps.
    14.) New patterns for more landscape variety (200+)
    15.) Animated trees. They appear to be moving with the wind.
    16.) Animals: wild animals, farm animals and flying birds making the maps more lively.
    17.) All new options are localized in the various available languages.

    Tweaks:
    18.) Added a small amount of gold to following additional start option : cannons, towers and cannons & howitzers to cover for the initial maintenance cost.
    19.) On 18th century barracks start option: one fewer Log Cabin (4 -> 3) for Ukraine, one fewer 17th barracks for Ukraine (5 -> 4), Algeria and Turkey (4 -> 3) to not cause issues on small islands maps, where some of these buildings might spawn in water.)
    20.) 2 extra towers for the 'towers' start option, Ukraine gets 2 Log Cabins (previously they would get nothing).
    21.) Lowered the number of peasants Turkey/Algeria get on start option 'Army of Peasants', they previously would get many more than any other nation.
    22.) Changed the winter textures to be darker, as opposed to being blinded by the current snow textures.
    23.) Moved the desert landscape option from seasons to landscape.
    24.) Various changes to terrain generation, eg: landscape type 'plain' now is plain and no longer has hills generating on them. Hills generate hills and not plateaus/mountains, etc...

    Fixes:
    25.) Fixes to existing random map masks (see list)
    26.) Fixed misdecor7 & 8 having a bad texture (tent texture pointing to wrong file.)
    27.) Fixed desert_plain_medium pattern group error (Generator.cfg & dogenerate.inc)

    I got a bit annoyed at the lack of variation in the random maps GSC provided us with. They all look the same. You can tell the game was rushed. But even after a year, it still feels lacklustre in this aspect.

    I started working on this mod last winter, but didn't have time to finish it due to work. The constant release of patches didn't help much either, because it meant I had to update more often than spend time on my mod. At the time, I had made a desert and artic option, along with various other map options (no diplo, etc), but GSC added these to the game shortly after, so I scrapped them out of my mod and continued with the other stuff I wanted in the game.

    The mod isn't entirely finished yet. This is probably version 40 of the mod, i've spend many hours on it already, but it needs more polishing ( not entirely happy with all the textures yet and the terrain generation can use more tweaking aswell.), but I rather get some feedback and constructive critiscism, to see in which area's the mod needs improvement while I'm still working on it.

    The intent of the mod is to bring more variety in map generation, and most additions are optional. This means, you can choose what you want to play. Try out the different options, see what you like. Some combinations of options may appear a bit weird eg; countryside + mountains, others are a match made in heaven. Some are disabled entirely eg: desert+ foresttype: it will always be palm trees on the desert maps. I didn't think a 'countryside' option with farms would fit well on a desert map.

    I'm open to more suggestions/ideas/feedback in regards to the terrain generation, if they are feasible and doable, I might look into adding them. I still have plenty of 'things to do/add ' on my list, so if I find time, I hope i'll release a second version of the mod at a later time. (Wild & farm animals are on the top of my list.)

    Compability with other mods:

    This mod changes a lot of scripts, so for multiplayer everyone will need the mod to be able to play.

    It''s unlikely this will be compatible with any 'big' mods, as many files are changed. However, I didn''t touch the country scripts, so it all depends on the mod I guess.

    Some people have reported that it is compatible with mods like: Population lite, Sound enhanced, Better shadows,...

    What is important is that this mod is the last active mod (load order). Otherwise new terrain maps (rivers etc) might fail to load properly. Even if other mods are disabled, it has to be at the bottom of the load order for it to work.


    Updates:

    Version 1.5.2.2: (08/02/2018)
    - Added some extra editor objects (crows:flying and on the ground), horses, donkey
    - Reduced the amounts of birds spawning on maps, in some area's it was too much.
    - Tried adding an 'urban' map type with villages, but ended up taking it out as the map generation was taking too long.
    - Removed unintended ability for clients to change the seasons in multiplayer (possible cause of failed loading/synch errors). Only the host should be able to change the season.
    - Removed ground collision on the flying stork, it could interfere in an annoying way with building placement and is unnecessary.
    - Fixed some bad collisions on some of the farms/rubbled buildings.

    Version 1.4.2.5: (26/01/2018)
    - Added flying birds (falcon, generic bird, stork) to the random maps who will fly around randomly. You''ll find them on the various maps (except desert).
    - Added more decoration patterns on the country side map ('churches with graveyards, castles, rubbled buildings')
    - Added 2 new map size options (Medium & Very large) : current options now are : tiny (256), normal(320), medium (400), large (480), very large (560), huge (640) (Suggested by Homey-G-Funk)
    - Added winter textures to the 'farmhouses' you see on the country side maps.
    - Replaced 3 bad new road textures with better one''s matching the buildings decals better, for later use.

    Version 1.3.3.7: (20/01/2018)
    - Improved the generation time for the 'black forest' option. Reduced the amount of trees/patterns that were being generated. Still one of the 'longest' generation times, but managed to reduce it by up to 30 seconds. I''ll try to improve more in the next version.
    - Added a 'transport only' option for the 'warships' option. Usefull for river/lake maps if you do not want fishboats/warships, but only ferries.
    - Added a 'union' additional start option. On choosing a nation it will be paired with one other nation.
    (Austria - Hungary; Turkey - Algeria; Spain - Portugal; Venice - Piemonte; Sweden - Denmark; France - Switzerland; Ukraine - Russia; Poland - Prussia; Bavaria - Saxony.
    On choosing England you will be paired with Netherlands because not everyone has the scotland dlc, but if you have and you choose Scotland you will be paired with England.
    - Added an 'expensive mercenaries' option. They will cost 3 times as much as normal when this option is enabled.
    - Added animals: Farm animals (cow, goose, hen, pig, sheep) & wild animals (bear, deer, fox, wild pigs, wolf). You''l find farm animals on the 'country side' maps, and wild animals in forests & plains on the various maps. These bring variety and make the maps more lively.

    Version 1.3.2.4: (17/01/2018)
    - Updated to Game version 2.0.4.85.5830 (Latest patch)
    - Fixed 2 farm patterns having bad decoration trees with no winter textures.
    - Added some rubbled decor buildings on countryside & default start option.
    - Added few larger tree patterns for countryside start option, it wasn''t having enough of them.

    Version 1.3.1.2: (12/01/2018)
    - Fixed bad texture display on some trees (on taiga) after work transform. (Reported by @Foeurdr , Gal Gadot, Anderson)
    - Added colourtables to onloadfull.inc & docreate.inc for completions sake.
    - fixed issue with patterns not loading on choosing 'random' foreststype. (Reported by Грушевський)
    - added custom autumn lightning table: less red than previous versions, darker ambient. (Suggested by Przemek_kondor)
    - added longer shadows for autumn maps. (Suggested by Przemek_kondor)
    - temporary disabled AI treating a river/lakes maps as an 'island/water' map, because it behaves weirdly. It needs a proper setup for these types of maps. (@Foeurdr)
    - fixed new mixed tree patterns/stones spawning on taiga maps around the start position.

    Version 1.2.9.1: (10/01/2018)
    The issue with bad loading of the map masks through steam should be fixed now.


    Thanks to following people for checking the translations:

    [KGR]-^K[o]K^- - Czech
    [GDF]Warren - Polish
    Francesco_Cavalli - Italian
    Foeurdr - French
    Carlos - Spanish
    Mark Kandaurov - Ukrainian
    Mark Kandaurov - Russian
    [1453]Atabey - Turkish
    Anderstein - German

    ~Ebel
     
    Last edited: Feb 8, 2018
    Zess1664, StepanKryha, Daddio and 3 others like this.
  2. Loner

    Loner Active Member

    Thought I'd try a 1 v 1 ( me against the A.I. ) Countryside, Rivers etc, peasants from both sides were put in the middle on top of one another, mine were all killed before I could react.:(
     
  3. Ebel

    Ebel Moderator Staff Member

    Any other mods loaded?
     
  4. Loner

    Loner Active Member

    No.
     
  5. Ftoomsh

    Ftoomsh Well-Known Member

    I did some testing with Ebel. It's always a privilege to help a great modder. Thank you, Ebel. :)

    I can say that the mod definitely works and looks great. However, public release awaits a fix to the maps issue on the public release D/L as Ebel notes above.
     
    Daddio likes this.
  6. Wralth

    Wralth Active Member

    This isnt her job to fix tho. The admins messed up again. Everything in c3 is supposed to work with relative filepaths, while terrain generation isnt
     
  7. Loner

    Loner Active Member

    I apologise for my previous brief answer Ebel, I was in a rush. Judging by the screenshots on Steam this looks fantastic, you have certainly put a lot of time and effort into this, I very much hope that the download can be fixed, as a very amateur modder my self I undestand the patience that is needed to accomplish what you intend to create, keep up the fantastic work you have already achieved.:cool:
     
  8. Ftoomsh

    Ftoomsh Well-Known Member

    I am sure Ebel will talk with the devs if necessary.
     
  9. Ebel

    Ebel Moderator Staff Member


    I have already done so. They told me they would let me know if they had a solution to the problem. I have no idea how long that might take.

    One temporary solution would be to cut out anything related to the map masks ( new one's & fixes), but to me its an integral part of the mod and I'd rather not do that.
     
  10. Loner

    Loner Active Member

    Any change in the situation regarding your Mod Ebel.:)
     
  11. Wralth

    Wralth Active Member

    Obviously not since im certain the fix for my list of bugs is coming out sooner.

    And it hasnt come out yet
     
  12. Ebel

    Ebel Moderator Staff Member

    No, still no fix from GSC for my issue. I know Wralth has been waiting a long time as well for solutions to his issues.
     
  13. Ebel

    Ebel Moderator Staff Member

    The issue with bad loading of the map masks should be fixed now, thanks to GSC. Try again if you'd like.

    I just turned it visible again in the workshop after updating. Check that the mod version in the main menu is 1.2.9.1 or higher, else you might need to close steam, restart or unsubscribe, resubscribe to the mod for it to update (not sure about this).
     
    Loner likes this.
  14. Wralth

    Wralth Active Member

    My bugs havent been fixed on the other hand lmao
     
  15. Foeurdr

    Foeurdr Moderator Staff Member

    Great maps you added @Ebel, I played one with river in autumn and taiga it was nice. The AI was a bit weak since it tried to play like in islands maps, but in multiplayer it must be quite nice to play. :)
    I had one small bug with the texture of cut trees, made the forest pretty artistic but it didn't hinder the visibility or the gameplay. I will take a sreenshot next time.
     
    Ebel likes this.
  16. Ebel

    Ebel Moderator Staff Member

    Thanks for the feedback. I haven't touched the AI much, except made it recognize all maps with water as a water map. Maybe that's not such a good idea for river maps. I could revert this. The AI does weird things sometimes, regardless of my mod.
     
  17. Ebel

    Ebel Moderator Staff Member

    @Foeurdr , I figured out the issue with the bad texture on the trees, no need for a screenshot anymore. It will be fixed in the next patch, along with other things people have suggested so far to me.

    Keep the feedback coming guys!
     
    Loner likes this.
  18. Loner

    Loner Active Member

    Great, it now works fine, apart from the aforementioned A.I building Shipyards and Boats with nowhere to go on river maps.
    Fantastic work Ebel.:cool:
     
  19. Foeurdr

    Foeurdr Moderator Staff Member

    It's not all bad that the AI is building ship on river maps, war ship can seriously hinder your soldiers at the small band of land to pass the river and they can also make tranport soldier behind you line if you control ther land.
    But since AI play like on island map, the first 20 min of game it muster only a weak land army and for some reason want to load most of its soldiers on transport ship, despite showing they know the land connection. I had one AI that wanted to build its port on the opposite shore and they also send soldier if they see you going their way.
     
  20. Ebel

    Ebel Moderator Staff Member

    Updated mod.
    Version 1.3.1.2:
    - Fixed bad texture display on some trees (on taiga) after work transform. (Reported by @Foeurdr , Gal Gadot, Anderson)
    - Added colourtables to onloadfull.inc & docreate.inc for completions sake.
    - fixed issue with patterns not loading on choosing 'random' foreststype. (Reported by Грушевський)
    - added custom autumn lightning table: less red than previous versions, darker ambient. (Suggested by Przemek_kondor)
    - added longer shadows for autumn maps. (Suggested by Przemek_kondor)
    - temporary disabled AI treating a river/lakes maps as an 'island/water' map, because it behaves weirdly. It needs a proper setup for these types of maps. (@Foeurdr)
    - fixed new mixed tree patterns/stones spawning on taiga maps around the start position.

    Keep reporting issues guys or any feedback/suggestions are welcome too!
     
    Last edited: Jan 12, 2018
    Loner likes this.
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