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View Full Version : Is there any mod which solve the problem about gov system in EB?



khukkl
08-15-2008, 13:09
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:

Ludens
08-15-2008, 15:17
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.

khukkl
08-15-2008, 17:09
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:

Moros
08-15-2008, 18:00
I think there aren't enough building slots left are there? Or are you going to remove different buildings.

Ludens
08-15-2008, 18:47
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.

khukkl
08-16-2008, 17:19
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...

khukkl
08-17-2008, 14:58
Don't forget about the EBBS...

I know. So it takes me much time indeed. And I have to work for my living... :sweatdrop:

khukkl
08-22-2008, 10:59
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...

konny
08-22-2008, 12:06
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?

khukkl
08-22-2008, 12:39
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?

khukkl
08-22-2008, 14:44
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. :)

konny
08-22-2008, 15:29
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.

khukkl
08-22-2008, 17:25
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

khukkl
08-23-2008, 06:25
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)

khukkl
08-23-2008, 12:04
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.