View Full Version : Is there any mod which solve the problem about gov system in EB?
As you know, AI factions' government buildings cannot removed by script.
So, after conquering any province, you can repair AI faction's gov building
and still can use it. To impose self-restriction on player is poor way to solve it.
Should it be contained in my new version of 'Imperial Edition'? :juggle2:
What do you propose as a solution? For, as far as I know, there is no way around it, except of course dropping the system entirely.
What do you propose as a solution? For, as far as I know, there is no way around it, except of course dropping the system entirely.
There 'is' solution even with keeping the gov system. But the work will be very annoying and time-consumming. By dividing gov categories into 20 (total number of factions in EB). Now I'm working on that with my 'EB - Imperial Edition', presumably applied on next v1.16. It is very hard work, I know. Because all buildings and scripts are connected with this gov system. But if I succeed in it, am I deserved to be proud as a good modder? :2thumbsup:
I think there aren't enough building slots left are there? Or are you going to remove different buildings.
But if I succeed in it, am I deserved to be proud as a good modder? :2thumbsup:
If you manage to overcome the building-complex limit, you certainly can be proud.
70% done... This work takes a lot of time.
When this work is complete, it will be applied to my 'EB Roma1 - Imperial Edition v1.16.'
My work does neither remove other factions' gov buildings nor set their hit point to 0%.
There is no need to do so. They will be just useless, you cannot build nor upgrade any
barracks, any higher buildings without establishing your faction's own gov system. Now,
there will be no possiblity to exploit AI factions' gov buildings for player's sake.
Fondor_Yards
08-17-2008, 08:19
Like the others have said, how are you getting around the building-complex limit?
Tellos Athenaios
08-17-2008, 12:02
Don't forget about the EBBS...
Don't forget about the EBBS...
I know. So it takes me much time indeed. And I have to work for my living... :sweatdrop:
Ah... was their any limitation on the number of building tree? Constant CTD is the result. But their will be another solution. Entirely different way...
Ah... was their any limitation on the number of building tree? Constant CTD is the result.
Don't know, may be you should ask these guys:
I think there aren't enough building slots left are there? Or are you going to remove different buildings.
If you manage to overcome the building-complex limit, you certainly can be proud.
Like the others have said, how are you getting around the building-complex limit?
After this frustrating failure, suddenly I got really fantastic idea to resolve it, the problem about gov building. It was so simple and easy. Oh my... what I have been doing nutil now... Soon I will present the result to everyone!
Warmaster Horus
08-22-2008, 14:06
A result which bypasses the building limit, I presume?
I heard that the limitation of building categories is 64.
Following is the list of Building trees in EB building script. Total 63 trees.
Can I add one more on here? should I perform an expriment?
<1~10>
building core_building
building defenses
building equestrian
building market
building smith
building navy_port
building port_buildings
building health
building hinterland_farms
building hinterland_roads
<11~20>
building hinterland_mines
building academic
building amphitheatres
building despotic_law
building caravans
building taverns
building temple_of_battle
building temple_of_farming
building temple_of_fertility
building temple_of_forge
<21~30>
building temple_of_fun
building temple_of_governors
building healing
building farms2
building farms3
building colonia
building uniques1
building hinterland_uniques2
building uniques3
building uniques4
<31~40>
building multipurpose
building loyltyvariants
building river_port
building minimumbuilding
building generic
building theatres
building hinterland_precursor
building hinterland_reforms1
building hinterland_reforms2
building government
<41~50>
building Barracks_A
building Barracks_B
building Barracks_C
building Barracks_D
building Barracks_E
building Barracks_F
building Barracks_G
building Barracks_H
building Barracks_I
building Barracks_J
<51~60>
building Barracks_K
building Barracks_L
building barracks
building Barracks_T
building Barracks_U
building Barracks_V
building Barracks_W
building Barracks_X
building Barracks_Y
building Barracks_Z
<61~63>
building nomadcamp
building nomadsett
building nomadherd
If there is possiblity to add 1 more building tree, then no problem.
But if not, I have to remove 1 tree for the fix of EB gov system.
Anyway, I got the plan. :)
You could, for example, merge the barracks and governments in function. You would need one faction/group/culture-specific building as percusor for each level of barracks (what would also represent an advanced government) and so a faction could always only recruite the units appropiate for the existing government and related factions (for example Aedui-Arverni) could share both barracks and government, while these buildings wouldn't do anything for alien factions. Because you won't need the regional barracks anymore, you'll have plenty of slots free to create these percusor buildings.
Konny // Thank you for your advice, but just 1 more slot is enough. Maybe this is the fate of EB? I wonder why respectable EB modders didn't come up to this solution. Really simple method, but the result is great! I'll open the idea when it is actually applied to my mod, 'EB Roma1 Imperial Mod' v1.16.
overweightninja
08-22-2008, 22:32
Konny // Thank you for your advice, but just 1 more slot is enough. Maybe this is the fate of EB? I wonder why respectable EB modders didn't come up to this solution. Really simple method, but the result is great! I'll open the idea when it is actually applied to my mod, 'EB Roma1 Imperial Mod' v1.16.
Is there any chance you could put out a version on its own without inclusion in your mod? I like this idea but a lot of your Roma mod features are unappealing to me so a seperate version would be awesome :2thumbsup:
Cheers
Hm... 1 question about building requirement. Are there only 2 kinds of formulae about it? building_present_X or building_present_min_level X Y... I tried building_present_max_level & building_present X Y, but these couldn't be applied. (X: building category Y: building level)
I'll open my privious idea now, because this method also cannot be used because of the limit of 'building reguirement' formulae. If I cannot use such formulae 'building_present_max_level X(tree)' or 'building_present X(tree) Y(level)' then following idea will be useless.
;
; Pre-government system
;
; This system keeps away the usage of 'AI factions gov structure' from player.
; Interim government : In this state, player can't build any building, except upgrade it as 'Established government.'
; Established government : Once upgraded to this building, their is no limitation of construction.
; But the upgrade is available on following condition : No previous Government structure.
;
building hinterland_pregov
{
levels interim_gov established_gov
{
interim_gov requires factions { all, } and hidden_resource not_here
{
capability
{
}
construction 1
cost 0
settlement_min village
upgrades
{
established_gov
}
}
established_gov requires factions { all, } and not building_present government
{
capability
{
}
construction 1
cost 200
settlement_min village
upgrades
{
}
}
}
plugins
{
}
}
Somebody can teach me how to actuallize upper idea?
No one? Then another method shold be considered, it needs at least 2 more building tree slots.
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