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shifty157
11-26-2005, 15:42
Ok ive read about on EDB and i just have a couple of questions. My questions apply to Vanilla1.2.


Ive read that there can only be a maximum of 64 building trees with a maximum of nine buildings per tree. Ive also read that the entire file can only have a maximum of 500 recruitment statements. Are these limits true and what other similar limits are there?

what exactly does the upgrade section do? Does it give the player access to the buildings it upgrades to? Or does it mean that if an upgrade building is built it will be replaced by that building? Or both?

When you use the building_min_level requirement i assume that you need the building specified or any building farther to the right in the building tech tree?

Are the wall ability combinations hardcoded?

shifty157
11-27-2005, 04:16
I find it very hard to believe that no one can answer these questions.

edyzmedieval
11-27-2005, 10:29
Explain more so we could understand.

1.So, the limit is 500 units, 255 for models.
2.An upgrade building will replace the current building....

4, I'm totally out.... I don't know.

5. Wall combinations?! Explain more....

alpaca
11-27-2005, 12:11
1. I can confirm the 64 and the 9, I have no idea about the 500...

2. Upgrades replace the base building, but you gain the benefits of both; the base building must exist before the upgrade can be built.

3. Can you clarify your question, please? building_present_min_level requires you to specify a building tree, a logic token (>, >=, =, <=, <) and a level

4. I think so, at least if I correctly understood the question.

shifty157
11-27-2005, 17:14
2. Upgrades replace the base building, but you gain the benefits of both; the base building must exist before the upgrade can be built.

So the bonuses from buildings will stack? So if i have a building that gives +5 and its upgrade also gives +5 then will i get a +10 total?


3. Can you clarify your question, please? building_present_min_level requires you to specify a building tree, a logic token (>, >=, =, <=, <) and a level

Are you sure that building_present_min_level requires a logic modifier? I dont remmeber reading anything about that. What would be the syntax to use that requirement?


4. I think so, at least if I correctly understood the question.

What i was referring to were entries such as "tower 0" would later upgrade to "tower 1" etc for walls and gatehouses as well. I read that the wall/gatehouse/tower combinations are hardcoded for each type of wall even though it would seem that you could edit them in EDB.

Atilius
11-27-2005, 18:16
Use of building_present_min_level doesn't require a logic token, see the entry for the blacksmith in RTW 1.2:

blacksmith requires factions { barbarian, ct_carthage, eastern, parthia, egyptian, greek, roman, } and building_present_min_level market trader

shifty157
11-27-2005, 20:56
Use of building_present_min_level doesn't require a logic token, see the entry for the blacksmith in RTW 1.2:

blacksmith requires factions { barbarian, ct_carthage, eastern, parthia, egyptian, greek, roman, } and building_present_min_level market trader

Ok. THats what i thought. Now my original question was that seeing as how it reads building_present_MIN_level would that mean that any building to the right of that building (in the original building tree declaration) count as well? Even if its not a simple linear progression and one building may not necessarily upgrade to the next? For example if i placed two completely independant building progressions within the same building tree (like a small trader tree and a small port tree both within the same building tree) and i used building_present_min_level to specify a building within the trader tree would it then also include the port tree (assuming the port tree is placed after the trader tree)?

That was awkwardly phrased. Sorry for any confusion.

Myrddraal
11-27-2005, 22:46
hmm I c what you mean now

The answer I think is that yes it would include the port. Tho I'm not sure. You could run a quick test :bow:

alpaca
11-28-2005, 17:52
Hmm ya sorry I mixed that with the scripting condition ;)
And yes, the ports will satisfy the condition unless you use:
building_present_min_level trader and not building_present_min_level port in the same requirement

shifty157
11-28-2005, 19:44
Hmm ya sorry I mixed that with the scripting condition ;)
And yes, the ports will satisfy the condition unless you use:
building_present_min_level trader and not building_present_min_level port in the same requirement

Ok thats what i figured.

For my last question in EDB under the wall entires youll find the various wall abilities like this:

capability
{
wall_level 2
tower_level 1
gate_defences 1
gate_strength 1
}
Ive read that these combinations are hardcoded for each level of wall even though it would seem like you could edit them. Is that true?