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View Full Version : Modding building questions..



Black Crow
10-29-2005, 18:05
ok i know to add a new building i have to edit the export_descr_buildings
the emuns to and the export_buildings at the /text/

BUT i dont know how to add or link the building to a image, for example look at my project :

***********************
* Academic addon v 0.1 *
***********************

New Tech Tree


O=> Management Department (Traits and ancillaries)
|
Academy O==&=> Military Department (Traits and ancillaries)
|
O=> Politic Department (Traits and ancillaries)


O=> Management Department (Traits and ancillaries)
|
+==O=> Military Department (Traits and ancillaries)
| |
scriptorium O==& O=> Politic Department (Traits and ancillaries)
|
O=> Scholae (Officers Club) (Military Officers)


O=> Management Department (Traits and ancillaries)
|
+==O=> Military Department (Traits and ancillaries)
| |
| O=> Politic Department (Traits and ancillaries)
|
Ludus Magnus O==&==O=> Scholae (Officers Club) (Military Officers)
|
| O=> Praefectus Office (Public Order 50%)
| |
+==O=> Trade office (Trade Bonus)
|
O=> Emigration Office (Required to build "Colons and Slaves" Unit)


the biggest problem i am facing is to link them to others images or to any image i want for example, second i dont find a way to make the option of building an building or another ... for example i want them to build a academy and then they have a option to build OR the Management Department Or Military Department Or Politic Department, i think to make something like the temples, BUT i dont find out how they work, since they have not any restrictions for example, in the building descr export : and NOT temple_of_X

can anyone help me in that way ?

edyzmedieval
10-29-2005, 20:44
BI or RTW?

Black Crow
10-29-2005, 21:03
rtw, more precisally to a modded rtr 6.2 with the hotfix of the 6.3with out naval mod 2.0 or any mods, only one made by me that only mod the advisors and the show_me script

Epistolary Richard
10-30-2005, 09:51
Buildings aren't really an area I know a lot about, but associating a building with an image is a matter of placing the building card you want with the correct name in the correct UI folder. A good first step for that would be to unpak your UI.pak in your packs folder - use Vercingetorix's xpak programme - you'll find it on the Scriptorium.

As for making buildings dependent on (or blocked by) the existence of other buildings you need to use the and building_exists conditional (if your using complex name) or building_exists_min_level conditional if you want to specify a particular building level within that complex.

You can find some examples of that in the Compex conditionals for recruitment thread which is listed in the Index of Important Modding Threads stickied at the top of this forum.

Black Crow
10-30-2005, 21:19
as always thanks a lot epistolary, you always help me with what i need or ask you with pms, thanks a lot, be sure youll be in the special thanks in my mod readme