giskard
10-03-2002, 06:03
Hello
Can somebody clear up a few issues from the crusader_build_prodXXX.txt for me.
In the crusader_build_prod13.txt which lists all the buildings. There are special items that apply only to certain buildings that others dont have an entry for usually.
I take it that whilst the entries that exist on every must always exist, anything thats blank one line but has an entry on another has some sort of default setting that takes over if no entry is supplied ?
So if i was to create a fake entry using some stuff that doesnt exist the game just to help explain what i mean... say like this.
A building entry in my fictional command line would require...
Building name cost modifier special features generates gold
And listed special features as default = none somewhere in the exe hardcoded and there for not in the script at all.
Then building number one had an entry for all of the above and would there for override the default = none for special abilities. Yet the next build without an entry for special abilities would be automatically given the default setting without my intervention and could be safely ignored ?
I noticed something along these lines also happens in the unit text.
Im trying to figure out how the system works so I can create entries of my own. Right now im a little confused as to how an entry as long as these can work with bits missing here and there from odd lines.
If its simply a case of building (add your permeters here in no special order) then its simple but i dont see that working somehow.
I would guess its keyword based and if a keyword for a specific subject like a region name is missing, it automatically skips to the next item to lookup and find the value for that. Which means entries probably have to appear in a set order.
Giskard
[This message has been edited by giskard (edited 10-03-2002).]
Can somebody clear up a few issues from the crusader_build_prodXXX.txt for me.
In the crusader_build_prod13.txt which lists all the buildings. There are special items that apply only to certain buildings that others dont have an entry for usually.
I take it that whilst the entries that exist on every must always exist, anything thats blank one line but has an entry on another has some sort of default setting that takes over if no entry is supplied ?
So if i was to create a fake entry using some stuff that doesnt exist the game just to help explain what i mean... say like this.
A building entry in my fictional command line would require...
Building name cost modifier special features generates gold
And listed special features as default = none somewhere in the exe hardcoded and there for not in the script at all.
Then building number one had an entry for all of the above and would there for override the default = none for special abilities. Yet the next build without an entry for special abilities would be automatically given the default setting without my intervention and could be safely ignored ?
I noticed something along these lines also happens in the unit text.
Im trying to figure out how the system works so I can create entries of my own. Right now im a little confused as to how an entry as long as these can work with bits missing here and there from odd lines.
If its simply a case of building (add your permeters here in no special order) then its simple but i dont see that working somehow.
I would guess its keyword based and if a keyword for a specific subject like a region name is missing, it automatically skips to the next item to lookup and find the value for that. Which means entries probably have to appear in a set order.
Giskard
[This message has been edited by giskard (edited 10-03-2002).]