Lord Adherbal
10-18-2005, 17:22
I still haven't managed to succesfully create a new building without causing problems in BI. I started by making a mod folder with the minimum amount of files needed to run the RTW campaign under the BI exe. Then I added the RTW buildings file. Everthing still works fine at this point.
Then I delete all buildings except core_buildings, defenses and port_buildings from export_descr_buildings.txt. I also remove all non-core buildings from descr_strat.txt and try to generate the map.rwm file. Still works fine.
But then I add a new building set. I edit the text\export_buildings.txt file accordingly and run the game (not deleting the rwm file). Campaign starts fine, my building shows up in building browser. I exit the game, delete the map.rwm file and restart a new campaign. The game tries to generate the rwm file, but fails and goes back to menu, a corrupted rwm file is all I get.
No matter what I do, it seems to be impossible to add new buildings to the techtree without causing a problem when generating the rwm file. If anyone would want to try this I'd greatly appreciate it.
the minimum export_descr_buildings.txt file can be found here:
hidden_resources rome sparta italy
building core_building
{
levels governors_house governors_villa governors_palace proconsuls_palace imperial_palace
{
governors_house requires factions { barbarian, carthaginian, eastern, egyptian, greek, roman, }
{
capability
{
}
construction 1
cost 400
settlement_min village
upgrades
{
governors_villa
}
}
governors_villa requires factions { barbarian, carthaginian, eastern, egyptian, greek, roman, }
{
capability
{
}
construction 2
cost 800
settlement_min town
upgrades
{
governors_palace
}
}
governors_palace requires factions { barbarian, carthaginian, eastern, egyptian, greek, roman, }
{
capability
{
}
construction 3
cost 1600
settlement_min large_town
upgrades
{
proconsuls_palace
}
}
proconsuls_palace requires factions { barbarian, carthaginian, eastern, egyptian, greek, roman, }
{
capability
{
}
construction 4
cost 3200
settlement_min city
upgrades
{
imperial_palace
}
}
imperial_palace requires factions { barbarian, carthaginian, eastern, egyptian, greek, roman, }
{
capability
{
}
construction 6
cost 6400
settlement_min large_city
upgrades
{
}
}
}
plugins
{
}
}
building defenses
{
levels wooden_pallisade wooden_wall stone_wall large_stone_wall epic_stone_wall
{
wooden_pallisade requires factions { barbarian, carthaginian, eastern, egyptian, greek, roman, }
{
capability
{
wall_level 0
tower_level 1
happiness_bonus bonus 1
}
construction 1
cost 400
settlement_min town
upgrades
{
wooden_wall
}
}
wooden_wall requires factions { barbarian, carthaginian, eastern, egyptian, greek, roman, }
{
capability
{
wall_level 1
gate_strength 1
tower_level 1
happiness_bonus bonus 1
}
construction 2
cost 800
settlement_min large_town
upgrades
{
stone_wall
}
}
stone_wall requires factions { barbarian, carthaginian, eastern, egyptian, roman, }
{
capability
{
wall_level 2
tower_level 1
gate_defences 1
gate_strength 1
happiness_bonus bonus 1
law_bonus bonus 1
}
construction 3
cost 1600
settlement_min city
upgrades
{
large_stone_wall
}
}
large_stone_wall requires factions { eastern, roman, }
{
capability
{
wall_level 3
tower_level 1
gate_defences 2
gate_strength 2
happiness_bonus bonus 1
law_bonus bonus 1
}
construction 5
cost 3200
settlement_min large_city
upgrades
{
epic_stone_wall
}
}
epic_stone_wall requires factions { eastern, roman, }
{
capability
{
wall_level 4
tower_level 2
gate_defences 2
gate_strength 2
happiness_bonus bonus 1
law_bonus bonus 2
}
construction 6
cost 6400
settlement_min huge_city
upgrades
{
}
}
}
plugins
{
}
}
building port_buildings
{
levels port shipwright dockyard
{
port requires factions { barbarian, carthaginian, eastern, macedon, thrace, scythia, carthage, roman, }
{
capability
{
trade_fleet 1 ;trade_base_income_bonus bonus 1
}
construction 2
cost 800
settlement_min large_town
upgrades
{
shipwright
}
}
shipwright requires factions { britons, eastern, carthage, roman, }
{
capability
{
trade_fleet 2 ;trade_base_income_bonus bonus 2
}
construction 3
cost 1600
settlement_min city
upgrades
{
dockyard
}
}
dockyard requires factions { britons, eastern, roman, }
{
capability
{
trade_fleet 3 ;trade_base_income_bonus bonus 2
}
construction 5
cost 3200
settlement_min large_city
upgrades
{
}
}
}
plugins
{
}
}
PS: this all worked fine in RTW 1.2, never had any problem with my new techtree there.
Then I delete all buildings except core_buildings, defenses and port_buildings from export_descr_buildings.txt. I also remove all non-core buildings from descr_strat.txt and try to generate the map.rwm file. Still works fine.
But then I add a new building set. I edit the text\export_buildings.txt file accordingly and run the game (not deleting the rwm file). Campaign starts fine, my building shows up in building browser. I exit the game, delete the map.rwm file and restart a new campaign. The game tries to generate the rwm file, but fails and goes back to menu, a corrupted rwm file is all I get.
No matter what I do, it seems to be impossible to add new buildings to the techtree without causing a problem when generating the rwm file. If anyone would want to try this I'd greatly appreciate it.
the minimum export_descr_buildings.txt file can be found here:
hidden_resources rome sparta italy
building core_building
{
levels governors_house governors_villa governors_palace proconsuls_palace imperial_palace
{
governors_house requires factions { barbarian, carthaginian, eastern, egyptian, greek, roman, }
{
capability
{
}
construction 1
cost 400
settlement_min village
upgrades
{
governors_villa
}
}
governors_villa requires factions { barbarian, carthaginian, eastern, egyptian, greek, roman, }
{
capability
{
}
construction 2
cost 800
settlement_min town
upgrades
{
governors_palace
}
}
governors_palace requires factions { barbarian, carthaginian, eastern, egyptian, greek, roman, }
{
capability
{
}
construction 3
cost 1600
settlement_min large_town
upgrades
{
proconsuls_palace
}
}
proconsuls_palace requires factions { barbarian, carthaginian, eastern, egyptian, greek, roman, }
{
capability
{
}
construction 4
cost 3200
settlement_min city
upgrades
{
imperial_palace
}
}
imperial_palace requires factions { barbarian, carthaginian, eastern, egyptian, greek, roman, }
{
capability
{
}
construction 6
cost 6400
settlement_min large_city
upgrades
{
}
}
}
plugins
{
}
}
building defenses
{
levels wooden_pallisade wooden_wall stone_wall large_stone_wall epic_stone_wall
{
wooden_pallisade requires factions { barbarian, carthaginian, eastern, egyptian, greek, roman, }
{
capability
{
wall_level 0
tower_level 1
happiness_bonus bonus 1
}
construction 1
cost 400
settlement_min town
upgrades
{
wooden_wall
}
}
wooden_wall requires factions { barbarian, carthaginian, eastern, egyptian, greek, roman, }
{
capability
{
wall_level 1
gate_strength 1
tower_level 1
happiness_bonus bonus 1
}
construction 2
cost 800
settlement_min large_town
upgrades
{
stone_wall
}
}
stone_wall requires factions { barbarian, carthaginian, eastern, egyptian, roman, }
{
capability
{
wall_level 2
tower_level 1
gate_defences 1
gate_strength 1
happiness_bonus bonus 1
law_bonus bonus 1
}
construction 3
cost 1600
settlement_min city
upgrades
{
large_stone_wall
}
}
large_stone_wall requires factions { eastern, roman, }
{
capability
{
wall_level 3
tower_level 1
gate_defences 2
gate_strength 2
happiness_bonus bonus 1
law_bonus bonus 1
}
construction 5
cost 3200
settlement_min large_city
upgrades
{
epic_stone_wall
}
}
epic_stone_wall requires factions { eastern, roman, }
{
capability
{
wall_level 4
tower_level 2
gate_defences 2
gate_strength 2
happiness_bonus bonus 1
law_bonus bonus 2
}
construction 6
cost 6400
settlement_min huge_city
upgrades
{
}
}
}
plugins
{
}
}
building port_buildings
{
levels port shipwright dockyard
{
port requires factions { barbarian, carthaginian, eastern, macedon, thrace, scythia, carthage, roman, }
{
capability
{
trade_fleet 1 ;trade_base_income_bonus bonus 1
}
construction 2
cost 800
settlement_min large_town
upgrades
{
shipwright
}
}
shipwright requires factions { britons, eastern, carthage, roman, }
{
capability
{
trade_fleet 2 ;trade_base_income_bonus bonus 2
}
construction 3
cost 1600
settlement_min city
upgrades
{
dockyard
}
}
dockyard requires factions { britons, eastern, roman, }
{
capability
{
trade_fleet 3 ;trade_base_income_bonus bonus 2
}
construction 5
cost 3200
settlement_min large_city
upgrades
{
}
}
}
plugins
{
}
}
PS: this all worked fine in RTW 1.2, never had any problem with my new techtree there.