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Teleklos Archelaou
10-18-2005, 21:05
I'd just like to swap some buildings around. I don't want to edit the actual cas files or anything like that, but I need to know how one would (for example) make egypt culture (vanilla terms), or specifically the egypt faction I should say, have a barbarian building instead of an egyptian one. Let's just take a barracks for example.

I don't want to change what the barracks does, or what the icons even look like on the strat map, when you highlight the city. I just want to "redirect" it, so that instead of throwing the battlemap egyptian barracks into the town, it throws the battlemap barbarian barracks in there instead.

I would think that maybe a text file can be altered to "redirect" appropriate cas files, but I have never altered these before.

Any tutorials or anything that could help me achieve this? Any help would be much appreciated.

--------
edit: my example was just one building, but I'd like to make (for example) all egyptian variants of buildings use barbarian variants instead.

Epistolary Richard
10-19-2005, 12:20
Requests for tutorials should be posted in Modding Questions. Moved.

Dol Guldur
06-01-2006, 12:41
Teleklos, Adherbal (or others who have looked into this more than I!)

Were you able to resolve this? I have not had a problem with it (though somewhat by virtue of it not being necessary) but A:TW are having a problem with their Gaelic culture (Eastern) not converting to Eastern architecture re edb (i.e. non-ambient) buildings. Settlement plans are fine - I've had a look through their code and nothing looks wrong as far as I can see.

Any ideas?

Lusted
06-01-2006, 13:35
Have they edited the relevant dbb files?

cunctator
06-01-2006, 13:53
It works in Eb 0.8 without problems. As long as you don't want to add new 3D buildings dbb files don't have to be edited.

For changing non ambient buildings:

-Open "descr_settlement_plan.txt"

-search for barracks entries

-add egyptian cultures to culture list for barbarian buildings, remove egyptian culture from culture list for egyptian buildings.

-if you don't want to have barbarian slot filler buildings, if the barracks buildings to small for the slot you have to create a new entry with the right egyptian slot_filler group defined.



slot slot_112x64_barracks
{
default
{
slot_112x64_empty_group_roman, 0, 0, 0, 0
}

variant
{
cultures any
status construction
buildings
{
barracks muster_field
}
slot_112x64_construction_site, 0, 0, 0, 0
}

variant
{
cultures
{
greek
}
buildings
{
none
}
slot_112x64_empty_group_greek, 0, 0, 0, 0
}

variant
{
cultures
{
egyptian (only if there should be barbarian buildings too without a barrack in this ettlement.)
}
buildings
{
none
}
slot_112x64_empty_group_egyptian, 0, 0, 0, 0
}

variant
{
cultures
{
eastern
}
buildings
{
none
}
slot_112x64_empty_group_eastern, 0, 0, 0, 0
}

variant
{
cultures
{
carthaginian
}
buildings
{
none
}
slot_112x64_empty_group_carthaginian, 0, 0, 0, 0
}

variant
{
cultures
{
barbarian
nomad
egyptian (only if there should be barbarian buildings too without a barrack in this ettlement.)
}
buildings
{
none
}
slot_112x64_empty_group_barbarian, 0, 0, 0, 0
}

variant
{
cultures
{
roman
greek
}
buildings
{
barracks royal_barracks
}
floor none overlay_urban_barracks_roman.cas
urban_barracks_roman, 0, 0, 0, 0
}

variant
{
cultures
{
roman
}
buildings
{
barracks army_barracks
barracks city_barracks
}
floor none overlay_city_barracks_roman.cas
city_barracks_roman, 0, 0, 0, 0
}
variant
{
cultures
{
greek
}
buildings
{
barracks army_barracks
barracks city_barracks
}
floor none overlay_city_barracks_roman.cas
city_barracks_greek, 0, 0, 0, 0
}

variant
{
cultures
{
egyptian
}
buildings
{
barracks army_barracks
barracks city_barracks
}
floor none overlay_city_barracks_egyptian.cas
city_barracks_egyptian, 0, 0, 0, 0
}
variant
{
cultures
{
eastern
carthaginian
}
buildings
{
barracks army_barracks
barracks city_barracks
}
floor none overlay_city_barracks_egyptian.cas
city_barracks_eastern, 0, 0, 0, 0
}

variant
{
cultures
{
barbarian
nomad
egyptian
}
buildings
{
barracks city_barracks
}
floor none overlay_hall_of_heroes.cas
hall_of_heroes, 0, 0, 0, 0
}

variant
{
cultures
{
barbarian
egyptian
}
buildings
{
barracks militia_barracks
}
floor none overlay_mead_hall.cas
slot_upgrade_48x32_112x64_barbarian, 0, 0, 0, 0
mead_hall, 0, 0, 0, 0
tree_E, 19, 11, 0, 0
tree_A, 16, -7, 0, 0
}

variant
{
cultures
{
barbarian
nomad
egyptian
}
buildings
{
barracks muster_field
}
floor none overlay_drinking_hall.cas
slot_upgrade_48x32_112x64_barbarian, 0, 0, 0, 0
drinking_hall, 0, 0, 0, 0
}

variant
{
cultures
{
roman
}
buildings
{
barracks militia_barracks
barracks muster_field
}
floor none overlay_militia_barracks_roman.cas
slot_upgrade_48x32_112x64_roman, 0, 0, 0, 0
militia_barracks_roman, 0, 0, 0, 0
}

variant
{
cultures
{
greek
}
buildings
{
barracks muster_field
barracks militia_barracks
}
floor none overlay_militia_barracks_roman.cas
slot_upgrade_48x32_112x64_greek, 0, 0, 0, 0
militia_barracks_greek, 0, 0, 0, 0
}

variant
{
cultures
{
egyptian
}
buildings
{
barracks muster_field
barracks militia_barracks
}
floor none overlay_militia_barracks_egyptian.cas
slot_upgrade_48x32_112x64_egyptian, 0, 0, 0, 0
militia_barracks_egyptian, 0, 0, 0, 0
}
variant
{
cultures
{
eastern
}
buildings
{
barracks muster_field
barracks militia_barracks
}
floor none overlay_militia_barracks_egyptian.cas
slot_upgrade_48x32_112x64_eastern, 0, 0, 0, 0
militia_barracks_eastern, 0, 0, 0, 0
}

variant
{
cultures
{
carthaginian
}
buildings
{
barracks muster_field
barracks militia_barracks
}
floor none overlay_militia_barracks_egyptian.cas
slot_upgrade_48x32_112x64_carthaginian, 0, 0, 0, 0
militia_barracks_eastern, 0, 0, 0, 0
}
}


slot slot_48x32_barracks
{
default
{
slot_48x32_empty_group_roman, 0, 0, 0, 0
}

variant
{
cultures any
status construction
buildings
{
barracks muster_field
}
slot_48x32_construction_site, 0, 0, 0, 0
}

variant
{
cultures
{
greek
}
buildings
{
none
}
slot_48x32_empty_group_greek, 0, 0, 0, 0
}

variant
{
cultures
{
egyptian
}
buildings
{
none
}
slot_48x32_empty_group_egyptian, 0, 0, 0, 0
}

variant
{
cultures
{
eastern
}
buildings
{
none
}
slot_48x32_empty_group_eastern, 0, 0, 0, 0
}

variant
{
cultures
{
carthaginian
}
buildings
{
none
}
slot_48x32_empty_group_carthaginian, 0, 0, 0, 0
}

variant
{
cultures
{
barbarian
nomad
egyptian
}
buildings
{
none
}
slot_48x32_empty_group_barbarian, 0, 0, 0, 0
}

variant
{
cultures
{
roman
}
buildings
{
barracks militia_barracks
barracks muster_field
}
floor none overlay_militia_barracks_roman.cas
militia_barracks_roman, 0, 0, 0, 0
}

variant
{
cultures
{
greek
}
buildings
{
barracks muster_field
barracks militia_barracks
}
floor none overlay_militia_barracks_roman.cas
militia_barracks_greek, 0, 0, 0, 0
}

variant
{
cultures
{
egyptian
}
buildings
{
barracks muster_field
barracks militia_barracks
}
floor none overlay_militia_barracks_egyptian.cas
militia_barracks_egyptian, 0, 0, 0, 0
}
variant
{
cultures
{
eastern
carthaginian
}
buildings
{
barracks muster_field
barracks militia_barracks
}
floor none overlay_militia_barracks_egyptian.cas
militia_barracks_eastern, 0, 0, 0, 0
}

variant
{
cultures
{
barbarian
nomad
egyptian
}
buildings
{
barracks militia_barracks
}
floor none overlay_mead_hall.cas
mead_hall, 0, 0, 0, 0
tree_E, 19, 11, 0, 0
tree_A, 16, -7, 0, 0
}

variant
{
cultures
{
barbarian
nomad
egyptian
}
buildings
{
barracks muster_field
}
floor none overlay_drinking_hall.cas
drinking_hall, 0, 0, 0, 0
}


}

Agraes
06-01-2006, 15:42
It works :2thumbsup:

Thanks for your help! ~:cheers:

Myrddraal
06-02-2006, 12:19
cunctator would you mind if I copied your post to make a guide for the scriptorium?

cunctator
06-02-2006, 17:08
No problem for me.

Agraes
08-27-2006, 12:05
I bump this thread because we still got an issue with the "Gaelic" walls. They still have the aspect of eastern walls, where they should look like roman/barbarian walls.