PDA

View Full Version : RTW v1.3, export_descr_buildings.txt



Seasoned Alcoholic
12-04-2005, 19:43
I'd originally modded RTW v1.2 quite extensively. Installed patch v1.3 (note: I don't have BI installed). Went to run RTW, and as expected, got a CTD. So, backed-up all my modding work (saved this in a temporary folder on the desktop), completely unistalled RTW. Then reinstalled RTW v1.0, patched upto v1.3 (v1.1, v1.2 and v1.3 were all installed).

Now, I've been inserting my modded text files into the various parts of the RTW directory, and have managed to work out that export_descr_buildings.txt is the file that is playing up. So near and yet so far... ~:rolleyes: ~D I've tested all my other modded files, and they work perfectly - used export_descr_buildings.txt which came with v1.3 and a new imperial campaign launched fine.

I'd spotted a couple of problem areas in there, have now edited them. However, when I use my modded copy of export_descr_buildings.txt, I'm still receiving CTDs. There's more than one thing in this text file that is causing the game to crash, as -show_err doesn't pop-up when it CTD. Btw, the game is CTD when the start campaign button / arrow is clicked, not when a faction symbol is clicked.

I've been through the recruitment sections for each faction to make sure that a faction (or particular culture) hasn't been ommitted, and that all units are available to recruit at the correct building level. Compared my modded work back against v1.3 of export_descr_buildings.txt. I'll try and summarise what I've modded below:

Buildings

* Barbarian culture have been given stone walls, academies, mines+1, farms+2 (think they didn't have farms+2 in v1.3, not sure though).

* Eastern culture have been given paved roads.

* Egyptian, Carthage, Greek, Macedon, Seleucid have been given highways.

* Seleucid have been given trade caravan, spice road, silk road.

Units

* Thrace have been given recruitable Thracians.

* Thrace, Macedon, Greek_Cities have been given Cretan Archers at each of their various temples.

* Britons have been given recruitable Chosen Archers.

* Numidia have been given recruitable Long Shield Cavalry, Onagers, Libyan Spearmen.

* Spain have been given recruitable Long Shield Cavalry, Onagers.

* All Roman factions can now recruit each type of gladiator at each arena upgrade, IE Velites @ Arena, Mirmillo @ Ampitheatre, Samnites @ Colosseum.

I've also restricted some units / buildings as necessary to balance gamplay for the AI, stops steamrollering ~D

Before any of the new units / buildings were created / edited, Vercingetorix's x-pak tool was installed for the unit / unit info etc cards.

Each time a new building / unit is added, does a unit card have to be created (or copied and pasted from within the x-pak's extract directory)? Or will the game look into the x-pak directory and take the unit card from there? I've already made a few new unit / building cards (just copied existing ones) for some of the items listed above.

If this isn't the problem, then its obviously still export_descr_buildings.txt and nothing to do with unit cards.

Also, I've removed two of the default hidden resources, sparta and rome. But as metioned earlier, I don't think this is the problem because I've modded other related text files (various region ones), tested them with the game, and they work fine.

Any help would be greatly appreciated, cheers.

~:cheers:

Seasoned Alcoholic
12-04-2005, 22:01
Its OK, think I've sorted it now. What I did was play around with the hidden resources. First, I deleted them all from the top of export_descr_buildings.txt, saved and closed, then launched RTW. Managed to start an imperial campaign, then closed RTW down and -show-err popped up with a reference to export_descr_buildings.txt

There was an extra space in between faction / cultures, it shows you how picky the game is before it launches a new campaign ~D

Also finished adding the remaining unit / building cards - don't think was a manadatory requirement, but I've done it anyway. Makes the in-game building browser look a bit more informative, rather than loads of deafult army barracks building / construction cards ~D

I've also put all 3 hidden resources back into export_descr_buildings.txt, even though I'm not using sparta and rome, the game seems to launch fine now. Hopefully that's it, for the time being...~D