Simetrical
05-08-2005, 09:16
Quite simply, the annotation in most of the files is haphazard and inadequate. Everyone, I think, would benefit from improved annotation in all files, including hard-coded limits, possible variables, and the like. Even experienced modders will probably not realize many important discoveries. My ultimate goal is to have every major mod and community patch include this annotation for every file it modifies, thus efficiently propagating the information.
So, to start this project off, here're the beginnings of the export_descr_buildings.txt annotation:
;Maximum building trees: 64
;Maximum building levels per tree: 5
;Maximum hidden_resources: 63
;Capabilities list:
; agent [agentname] 0 (function of 0 is uncertain)
; armour [#] (upgrades armor by specified amount)
; construction_cost_bonus_defensive [#] (reduces cost required for walls by how much?)
; construction_cost_bonus_military [#] (reduces cost required for recruitment buildings? by how much?)
; construction_cost_bonus_other [#] (reduces cost required for other buildings by how much?)
; construction_cost_bonus_religious [#] (reduces cost required for temples by how much?)
; construction_time_bonus_defensive [#] (reduces time required for walls? by how much?)
; construction_time_bonus_military [#] (reduces time required for recruitment buildings? by how much?)
; construction_time_bonus_other [#] (reduces time required for other buildings by how much?)
; construction_time_bonus_religious [#] (reduces time required for temples by how much?)
; farming_level [#] (each point increases farming level, somewhat complicatedly, see https://forums.totalwar.org/vb/showthread.php?t=44814)
; fire_risk (probably nonfunctional)
; gate_defences [#] (untested)
; gate_strength [#] (untested)
; happiness_bonus bonus [#] (each point is 5% happiness)
; mine_resource [#] (how this translates into income is untested)
; population_growth_bonus bonus [#] (each point is 0.5% growth)
; population_health_bonus bonus [#] (each point is 5% order and 0.5% growth)
; population_loyalty_bonus [#] (presumably one point is 5% order)
; recruit "[dictionary name from EDU.txt]" [starting XP]
; recruits_morale_bonus [#] (new recruits get +# morale permanently)
; recruits_exp_bonus [#] (new recruits start with +# XP)
; road_level [#] (0 is basic roads, 1 is paved, 2 is highways)
; stage_games [#] (existing values are 1, 2, and 3, difference untested)
; stage_races [#] (presumably analogous to stage_games)
; taxable_income_bonus [#] (increases tax income by 1% per point)
; trade_base_income_bonus bonus [#] (each point is a 10% bonus)
; trade_fleet [#] (grants specified number of trade fleets)
; trade_level_bonus [#] (increases trade income by 1% per point)
; tower_level [#] (untested)
; upgrade_bodyguard 1 (untested)
; wall_level [#] (untested)
; weapon_bladed [#] (upgrades heavy weapons by specified amount)
; weapon_missile [#] (upgrades missile weapons by specified amount)
; weapon_other [#] (presumably upgrades other weapons by specified amount, untested)
; weapon_siege [#] (presumably upgrades siege weapons by specified amount, untested)
; weapon_simple [#] (upgrades light weapons by specified amount)
;
;All capabilities and building levels can use the "requires" line. Logical connections like AND, OR, and NOT can be used, but they function a bit
;unpredictably. Valid requirements are:
; building_factions (function unknown)
; building_present [level name] (untested, seems fairly self-explanatory)
; building_present_min_level [tree name] [level name]
; factions { x, y, . . . z, } (unlimited factions/cultures permitted)
; x, y, z can be from the following list of cultures, or any of the sublists of factions:
; roman (romans_senate + romans_julii + romans_brutii + romans_scipii)
; greek (macedon + greek_cities + seleucid + thrace)
; barbarian (britons + germans + dacia + gauls + scythia + spain)
; ct_carthage (carthage + numidia)
; egyptian (egypt)
; parthia (parthia)
; slave (possibly non-functional)
; hidden_resource [resource name] (resources are given to provinces in descr_regions.txt)
; resource [resource name] (amber, camels, copper, dogs, elephants, furs, incense, iron, glass, gold, grain (grants growth bonus), hides, lead,
; marble, olive_oil, pigs, pottery, purple_dye, textiles, timber, silk, silver, slaves (special resource, appears when province is enslaved,
; grants growth bonus), tin, wild_animals, wineAs you can see, there are quite a few gaps in the file. I don't know what benefits some capabilities grant, for instance. What does gate_defences do? Anything? I would test this myself, but I have my hands full right now doing traits, ancillaries, names, and buildings for RTR 6.0, so I could use anyone's help in expanding this annotation and in creating them for more files.
-Simetrical
So, to start this project off, here're the beginnings of the export_descr_buildings.txt annotation:
;Maximum building trees: 64
;Maximum building levels per tree: 5
;Maximum hidden_resources: 63
;Capabilities list:
; agent [agentname] 0 (function of 0 is uncertain)
; armour [#] (upgrades armor by specified amount)
; construction_cost_bonus_defensive [#] (reduces cost required for walls by how much?)
; construction_cost_bonus_military [#] (reduces cost required for recruitment buildings? by how much?)
; construction_cost_bonus_other [#] (reduces cost required for other buildings by how much?)
; construction_cost_bonus_religious [#] (reduces cost required for temples by how much?)
; construction_time_bonus_defensive [#] (reduces time required for walls? by how much?)
; construction_time_bonus_military [#] (reduces time required for recruitment buildings? by how much?)
; construction_time_bonus_other [#] (reduces time required for other buildings by how much?)
; construction_time_bonus_religious [#] (reduces time required for temples by how much?)
; farming_level [#] (each point increases farming level, somewhat complicatedly, see https://forums.totalwar.org/vb/showthread.php?t=44814)
; fire_risk (probably nonfunctional)
; gate_defences [#] (untested)
; gate_strength [#] (untested)
; happiness_bonus bonus [#] (each point is 5% happiness)
; mine_resource [#] (how this translates into income is untested)
; population_growth_bonus bonus [#] (each point is 0.5% growth)
; population_health_bonus bonus [#] (each point is 5% order and 0.5% growth)
; population_loyalty_bonus [#] (presumably one point is 5% order)
; recruit "[dictionary name from EDU.txt]" [starting XP]
; recruits_morale_bonus [#] (new recruits get +# morale permanently)
; recruits_exp_bonus [#] (new recruits start with +# XP)
; road_level [#] (0 is basic roads, 1 is paved, 2 is highways)
; stage_games [#] (existing values are 1, 2, and 3, difference untested)
; stage_races [#] (presumably analogous to stage_games)
; taxable_income_bonus [#] (increases tax income by 1% per point)
; trade_base_income_bonus bonus [#] (each point is a 10% bonus)
; trade_fleet [#] (grants specified number of trade fleets)
; trade_level_bonus [#] (increases trade income by 1% per point)
; tower_level [#] (untested)
; upgrade_bodyguard 1 (untested)
; wall_level [#] (untested)
; weapon_bladed [#] (upgrades heavy weapons by specified amount)
; weapon_missile [#] (upgrades missile weapons by specified amount)
; weapon_other [#] (presumably upgrades other weapons by specified amount, untested)
; weapon_siege [#] (presumably upgrades siege weapons by specified amount, untested)
; weapon_simple [#] (upgrades light weapons by specified amount)
;
;All capabilities and building levels can use the "requires" line. Logical connections like AND, OR, and NOT can be used, but they function a bit
;unpredictably. Valid requirements are:
; building_factions (function unknown)
; building_present [level name] (untested, seems fairly self-explanatory)
; building_present_min_level [tree name] [level name]
; factions { x, y, . . . z, } (unlimited factions/cultures permitted)
; x, y, z can be from the following list of cultures, or any of the sublists of factions:
; roman (romans_senate + romans_julii + romans_brutii + romans_scipii)
; greek (macedon + greek_cities + seleucid + thrace)
; barbarian (britons + germans + dacia + gauls + scythia + spain)
; ct_carthage (carthage + numidia)
; egyptian (egypt)
; parthia (parthia)
; slave (possibly non-functional)
; hidden_resource [resource name] (resources are given to provinces in descr_regions.txt)
; resource [resource name] (amber, camels, copper, dogs, elephants, furs, incense, iron, glass, gold, grain (grants growth bonus), hides, lead,
; marble, olive_oil, pigs, pottery, purple_dye, textiles, timber, silk, silver, slaves (special resource, appears when province is enslaved,
; grants growth bonus), tin, wild_animals, wineAs you can see, there are quite a few gaps in the file. I don't know what benefits some capabilities grant, for instance. What does gate_defences do? Anything? I would test this myself, but I have my hands full right now doing traits, ancillaries, names, and buildings for RTR 6.0, so I could use anyone's help in expanding this annotation and in creating them for more files.
-Simetrical