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Thread: Additional capabilities and requirements for buildings

  1. #1
    Wandering Historian Member eadingas's Avatar
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    Default Additional capabilities and requirements for buildings

    Capabilities:
    construction_time_bonus_other
    construction_time_bonus_defensive
    construction_time_bonus_religious
    construction_time_bonus_military
    fire_risk
    taxable_income_bonus
    trade_level_bonus
    population_loyalty_bonus

    Requirements:
    building_factions (can only be used in capabilities)
    building_present

    These are all I could find. I have no clue what building_factions does... building_present is probably a more precise variety of building_present_min_level; Construction_bonus is working, population_loyalty, taxable_income and trade_level also seem to work, though in a different way than other bonuses - +1 increment is equal 1% increment, not 10% increment, as usually, and I'm not sure if I can get them to be negative.
    Fire_risk, I suppose, could be used for some fire prevention buildings...

    Also, if somebody could shed any light on what plugins do? There seems to be an awful lot of code dedicated to plugins, yet we don't have even one working example...
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  2. #2
    Wandering Historian Member eadingas's Avatar
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    Default Re: Additional capabilities and requirements for buildings

    There is also an extra trade resource, fine_timber.
    Last edited by eadingas; 02-12-2005 at 01:52.
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  3. #3
    aka AggonyAdherbal Member Lord Adherbal's Avatar
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    Default Re: Additional capabilities and requirements for buildings

    I found these in strat.txt, not sure if they're usefull:

    Code:
    {SMT_CAPABILITY_POPULATION_GROWTH_BONUS}		Population growth modifier
    {SMT_CAPABILITY_POPULATION_LOYALTY_BONUS}		Population loyalty modifier
    {SMT_CAPABILITY_POPULATION_HEALTH_BONUS}		Population health modifier
    {SMT_CAPABILITY_TRADE_BASE_INCOME_BONUS}		Trade income modifier
    {SMT_CAPABILITY_TRADE_LEVEL_BONUS}			Trade level modifier
    {SMT_CAPABILITY_TRADE_FLEET}				Trade fleet
    {SMT_CAPABILITY_TAXABLE_INCOME_BONUS}		Taxable income modifier
    {SMT_CAPABILITY_MINE_RESOURCE}			Mining
    {SMT_CAPABILITY_FARMING_LEVEL}			Farming
    {SMT_CAPABILITY_ROAD_LEVEL}				Roads
    {SMT_CAPABILITY_GATE_STRENGTH}			Gate strength
    {SMT_CAPABILITY_GATE_DEFENSES}			Gate defences
    {SMT_CAPABILITY_TOWER_LEVEL}				Tower defences
    {SMT_CAPABILITY_ARMOUR}					Armour
    {SMT_CAPABILITY_STAGE_GAMES}				Stage Games
    {SMT_CAPABILITY_STAGE_RACES}				Stage races
    {SMT_CAPABILITY_POPULATION_FIRE_RISK_BONUS}	Fire risk modifier
    {SMT_CAPABILITY_WEAPON_SIMPLE}			Simple weapons
    {SMT_CAPABILITY_WEAPON_MISSILE}			Missile weapons
    {SMT_CAPABILITY_WEAPON_BLADED}			Bladed weapons
    {SMT_CAPABILITY_WEAPON_SIEGE}				Siege weapons
    {SMT_CAPABILITY_WEAPON_OTHER}				Special weapons
    {SMT_CAPABILITY_BODYGUARD}				Bodyguard			
    {SMT_CAPABILITY_RECRUITS_MORALE_BONUS}		Recruit morale modifier
    {SMT_CAPABILITY_RECRUITS_EXPERIENCE_BONUS}	Recruit experience modifier
    {SMT_CAPABILITY_HAPPINESS_BONUS}			Happiness modifier
    {SMT_CAPABILITY_LAW_BONUS}				Law modifier
    {SMT_CAPABILITY_CONSTRUCTION_COST_BONUS_MILITARY}	Military construction cost reduction
    {SMT_CAPABILITY_CONSTRUCTION_COST_BONUS_RELIGIOUS}	Religious construction cost reduction
    {SMT_CAPABILITY_CONSTRUCTION_COST_BONUS_DEFENSIVE}	Defensive construction cost reduction
    {SMT_CAPABILITY_CONSTRUCTION_COST_BONUS_OTHER}		Civil construction cost reduction
    {SMT_CAPABILITY_CONSTRUCTION_TIME_BONUS_MILITARY}	Military construction time reduction
    {SMT_CAPABILITY_CONSTRUCTION_TIME_BONUS_RELIGIOUS}	Religious construction time reduction
    {SMT_CAPABILITY_CONSTRUCTION_TIME_BONUS_DEFENSIVE}	Defensive construction time reduction
    {SMT_CAPABILITY_CONSTRUCTION_TIME_BONUS_OTHER}		Civil construction time reduction
    as for plugins, they also appaer in battle.txt in the "world" folder, which is an example of descr_strat files. the example is "plugin tax_collector senior_tax_collector" seems like a building + building level. I'm not sure if and how this is related to the plugins in export_descr_buildings though.
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    Wandering Historian Member eadingas's Avatar
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    Default Re: Additional capabilities and requirements for buildings

    Ah yes, I forgot there's also building cost reduction.
    It seems like the same thing, but I still don't know how to introduce them in the files... the engine recognizes entries for plugins, but I can't figure out a proper syntax..
    Last edited by eadingas; 02-12-2005 at 10:57.
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    CA CA JeromeGrasdyke's Avatar
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    Default Re: Additional capabilities and requirements for buildings

    Quote Originally Posted by eadingas
    Ah yes, I forgot there's also building cost reduction.
    It seems like the same thing, but I still don't know how to introduce them in the files... the engine recognizes entries for plugins, but I can't figure out a proper syntax..
    Adherbal's list there is complete - remove the SMT_CAPABILITY_ from the front of the text tags, convert to lower case, and the engine should recognise all of them as valid building capabilities.

    The plug-ins system is legacy from early in development. The code is still there to allow you to specify building plug-ins, but there is no display for them in the game anymore, which means that you cannot see wether any are built, build new ones through the UI, or look at any descriptions on the campaign map. Certainly the AI won't build them if you were to add some to the game... Best to just stick to buildings and upgrades, really
    Last edited by JeromeGrasdyke; 02-12-2005 at 11:56.
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    Wandering Historian Member eadingas's Avatar
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    Default Re: Additional capabilities and requirements for buildings

    Thanks for the answer, that will save me some wasted time :)
    BTW, can you answer which of the capabilities can have negative values ? Also what does 'faction capabilities' do? I can't figure it out...
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  7. #7
    CA CA JeromeGrasdyke's Avatar
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    Default Re: Additional capabilities and requirements for buildings

    Quote Originally Posted by eadingas
    BTW, can you answer which of the capabilities can have negative values ? Also what does 'faction capabilities' do? I can't figure it out...
    As far as I'm aware the capabilities should all have positive values. The code may cope with negative values but it'd be accidental and probably not extensively tested... Things like growth and order bonusses are in terms of pips on the city details screen (ie 0.5% pop and 5% increments for order).

    Faction capabilities are granted faction-wide when the building is built - for example, once you build the building required for upgraded general's units, all new general's units created anywhere by your faction will be of the better, upgraded type.
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    Wandering Historian Member eadingas's Avatar
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    Default Re: Additional capabilities and requirements for buildings

    Hmm are there some limits as to which capabilities can be faction-wide? I can't get any of them to work, I was hoping to simulate some wonders effects with this...
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  9. #9
    Member Member afrit's Avatar
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    Default Re: Additional capabilities and requirements for buildings

    Quote Originally Posted by JeromeGrasdyke
    Faction capabilities are granted faction-wide when the building is built - for example, once you build the building required for upgraded general's units, all new general's units created anywhere by your faction will be of the better, upgraded type.
    Do we have a list of faction-wide bonuses? I am looking for an income/population/law bonus to give the Seleucids so they become a worthy opponent in the mid-late game.

    Edit: I see Eadingas had the same question. Someone please reply.
    Last edited by afrit; 02-17-2005 at 02:29.
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