Log in

View Full Version : Need help with adding new building to BI 1.6



LestaT
08-02-2006, 05:31
As the title says, I couldn't figure out why I'm having KTM but with no error reported when trying to add entries to EDB for new buildings.

I seperated the ports building so that it can only concentrate on trades and creates another entry for naval base (for naval vessels).

Added separate entry in EDB for naval ports (the port buildings stays the same minus the naval stuff.


building naval_port
{
levels warport warharbour
{
warport requires factions { barbarian, carthaginian, eastern, hun, nomad, roman, } and building_present_min_level port_buildings shipwright and resource timber
{
capability
{
recruit "naval boats" 0 requires factions { barbarian, }
recruit "naval large boats" 0 requires factions { barbarian, }
recruit "naval boats" 0 requires factions { carthaginian, }
recruit "naval biremes" 0 requires factions { eastern, }
recruit "naval triremes" 0 requires factions { eastern, }
recruit "naval boats" 0 requires factions { hun, }
recruit "naval boats" 0 requires factions { nomad, }
recruit "naval large boats" 0 requires factions { vandals, }
recruit "naval biremes" 0 requires factions { roman, }
recruit "naval triremes" 0 requires factions { roman, }
}
construction 3
cost 1600
settlement_min city
upgrades
{
warharbour
}
}
warharbour requires factions { barbarian, carthaginian, eastern, hun, nomad, roman, } and building_present_min_level port_buildings dockyard
{
capability
{
recruit "naval boats" 0 requires factions { barbarian, }
recruit "naval large boats" 0 requires factions { barbarian, }
recruit "naval boats" 0 requires factions { carthaginian, }
recruit "naval biremes" 0 requires factions { eastern, }
recruit "naval triremes" 0 requires factions { eastern, }
recruit "naval boats" 0 requires factions { hun, }
recruit "naval boats" 0 requires factions { nomad, }
recruit "naval large boats" 0 requires factions { vandals, }
recruit "naval biremes" 0 requires factions { roman, }
recruit "naval triremes" 0 requires factions { roman, }
recruit "naval quinquiremes" 0 requires factions { roman, }
}
construction 5
cost 3200
settlement_min large_city
upgrades
{
}
}
}
plugins
{
}
}

Here's the export_buildings.txt


{naval_port_name}
Naval Base - build ships and naval vessels

¬--------------

{warport} War Port

{warport_desc} DO NOT TRANSLATE! WARNING! This baseline description should never appear on screen! SHIPWRIGHT

{warport_desc_short} DO NOT TRANSLATE! WARNING! This baseline description should never appear on screen! SHIPWRIGHT

{warport_barbarian_desc}
A shipwright can build the bigger ships needed for a strong fleet, while the improved port facilities allow more goods to be landed at and forwarded from the settlement.\n\nAs a port grows, wealth flows into a province, and all manner of goods become available to the people.\n\nMilitarily, the improvements in ship-building usually lead to better ship-handling and tactics.

{warport_barbarian_desc_short}
A shipwright can build the warships needed for a strong fleet, while the improved port facilities allow more goods to be landed at and forwarded from the settlement.

{warport_carthaginian_desc}
DO NOT TRANSLATE! WARNING! This text should never appear on screen! SHIPWRIGHT

{warport_carthaginian_desc_short}
DO NOT TRANSLATE! WARNING! This text should never appear on screen! SHIPWRIGHT

{warport_eastern_desc}
A shipwright can build the warships needed for a strong fleet, while the improved port facilities allow more goods to be landed at and forwarded from the settlement.\n\nAs a port grows, wealth flows into a province, and all manner of goods become available to the people.\n\nMilitarily, the improvements in ship-building usually lead to better ship-handling and tactics.

{warport_eastern_desc_short}
A shipwright can build the warships needed for a strong fleet, while the improved port facilities allow more goods to be landed at and forwarded from the settlement.

{warport_hun_desc}
DO NOT TRANSLATE! WARNING! This text should never appear on screen! SHIPWRIGHT

{warport_hun_desc_short}
DO NOT TRANSLATE! WARNING! This text should never appear on screen! SHIPWRIGHT

{warport_nomad_desc}
A shipwright can build the bigger ships needed for a strong fleet, while the improved port facilities allow more goods to be landed at and forwarded from the settlement.\n\nAs a port grows, wealth flows into a province, and all manner of goods become available to the people.\n\nMilitarily, the improvements in ship-building usually lead to better ship-handling and tactics.

{warport_nomad_desc_short}
A shipwright can build the warships needed for a strong fleet, while the improved port facilities allow more goods to be landed at and forwarded from the settlement.

{warport_roman_desc}
A shipwright can build the warships needed for a strong fleet, while the improved port facilities allow more goods to be landed at and forwarded from the settlement.\n\nAs a port grows, wealth flows into a province, and all manner of goods become available to the people.\n\nMilitarily, the improvements in ship-building usually lead to better ship-handling and tactics.

{warport_roman_desc_short}
A shipwright can build the warships needed for a strong fleet, while the improved port facilities allow more goods to be landed at and forwarded from the settlement.

¬--------------

{warharbour} War Harbour

{warharbour_desc} DO NOT TRANSLATE! WARNING! This baseline description should never appear on screen! DOCKYARD

{warharbour_desc_short} DO NOT TRANSLATE! WARNING! This baseline description should never appear on screen! DOCKYARD

{warharbour_barbarian_desc}
A dockyard has the skilled craftsmen needed to construct the best ship designs available, while the port can speedily handle many merchant vessels.\n\nLocal merchants can easily send their cargoes to almost any port in the world, adding greatly to the wealth of the city. In return exotic goods from all over the world pass through these docks.

{warharbour_barbarian_desc_short}
A dockyard has the skilled craftsmen needed to construct the largest and most advanced warships afloat, while the port can speedily handle many merchant vessels.

{warharbour_carthaginian_desc}
DO NOT TRANSLATE! WARNING! This text should never appear on screen! DOCKYARD

{warharbour_carthaginian_desc_short}
DO NOT TRANSLATE! WARNING! This text should never appear on screen! DOCKYARD

{warharbour_eastern_desc}
A dockyard has the equipment and skilled craftsmen needed to construct the largest and most advanced warships afloat, while the port can speedily handle many merchant vessels.\n\nThe city's merchants can easily send their cargoes to almost any port in the world, adding greatly to the wealth of the city. In return exotic goods from all over the world pass through the docks.\n\nThe dockyard can produce any warship required by the fleet, and provide the crews of slave rowers required by these large and powerful ships.

{warharbour_eastern_desc_short}
A dockyard has the equipment and skilled craftsmen needed to construct the largest and most advanced warships afloat, while the port can speedily handle many merchant vessels.

{warharbour_hun_desc}
DO NOT TRANSLATE! WARNING! This text should never appear on screen! DOCKYARD

{warharbour_hun_desc_short}
DO NOT TRANSLATE! WARNING! This text should never appear on screen! DOCKYARD

{warharbour_nomad_desc}
DO NOT TRANSLATE! WARNING! This text should never appear on screen! DOCKYARD

{warharbour_nomad_desc_short}
DO NOT TRANSLATE! WARNING! This text should never appear on screen! DOCKYARD

{warharbour_roman_desc}
A dockyard has the equipment and skilled craftsmen needed to construct the largest and most advanced warships afloat, while the port can speedily handle many merchant vessels.\n\nThe city's merchants can easily send their cargoes to almost any port in the world, adding greatly to the wealth of the city. In return exotic goods from all over the world pass through the docks.\n\nThe dockyard can produce any warship required by the fleet, and provide the crews of slave rowers required by these large and powerful ships.

{warharbour_roman_desc_short}
A dockyard has the equipment and skilled craftsmen needed to construct the largest and most advanced warships afloat, while the port can speedily handle many merchant vessels.

I also added the UI's to the corresponding culture folders. When I deleted (commented it) this entry the game runs fine, but when add back them again, it KTM when try to load the game (after taking for some time) but when quitting no error reported (usually it'll show whar error in EDB when this KTM thing happened.

Anyone had any ideas ? If anyone want to see I can upload the whole thing (not so big, just the barest files included)

Makanyane
08-02-2006, 07:58
Don't the ships have to be built from the original port i.e. from the port_buildings section - as that's the only building that can exist on the coastline (definied by location of white pixel on map_regions)?

Try commenting out just the recruitment lines for the boats, or while the whole entry is commented out add a boat recruitment line to another building and see if you get the same KTM.

LestaT
08-02-2006, 13:15
Don't the ships have to be built from the original port i.e. from the port_buildings section - as that's the only building that can exist on the coastline (definied by location of white pixel on map_regions)?

Try commenting out just the recruitment lines for the boats, or while the whole entry is commented out add a boat recruitment line to another building and see if you get the same KTM.

It's just a a building option to represent the second part of the port extension. It's not avialable on the strat map.

Anyway working on RTW 1.5 with same sets of recruitment, building trees etc works fine. I also tried to add auxilia buildings in BI and have a KTM when loading campaign, but didn't show any error.

Makanyane
08-02-2006, 20:54
Ahh, sorry didn't know that was possible..:embarassed:

whilst already embarassed might as well ask; have you considered if this is a variation on the KTM (with no error message) acquired by adding 'carthaginian' culture to new buildings
see post #88 and around in:
https://forums.totalwar.org/vb/showthread.php?t=50039&page=5

don't know if there's any variation in the way RTW / BI handle look up (only RTW originally has descr_ui_buildings.txt) - if you've added all three building cards it should work but there seems to be some odd behaviour around this.

LestaT
08-03-2006, 04:58
Ahh, sorry didn't know that was possible..:embarassed:

whilst already embarassed might as well ask; have you considered if this is a variation on the KTM (with no error message) acquired by adding 'carthaginian' culture to new buildings
see post #88 and around in:
https://forums.totalwar.org/vb/showthread.php?t=50039&page=5

don't know if there's any variation in the way RTW / BI handle look up (only RTW originally has descr_ui_buildings.txt) - if you've added all three building cards it should work but there seems to be some odd behaviour around this.

I haven't tried to delete carthaginian yet (because I'm doing other things first that I know is not causing CTD... :laugh4: ) but carthaginian is a valid culture in BI (used by berber faction) and I cannot see why including it will cause any complication.

The only thing is carthaginian in BI is not as the same as in RTW where they only have lower level tiers only. As for port levels, carthaginian only have for the first two parts and not the last (dockyard)

Since my code include this line:


warharbour requires factions { barbarian, carthaginian, eastern, hun, nomad, roman, } and building_present_min_level port_buildings dockyard

Probably I need to add a line somewhere to make carthaginian can build the dockyard (to make they be able to build the warharbour). I use the carthaginian culture (and berber faction) as Carthage since I'm modding base on RTW/RTR time frame.

Dol Guldur
08-03-2006, 09:25
Carthaginian culture cannot, according to all my tests, be assigned as a building culture to new buildings, or to some higher layers of vanilla buildings; the latter can be overcome by fiddling with the DUB file but the former seems always to cause a KTM.

It seems there are some limitations with carthaginian, it being a quasi-culture to some degree.