Swapping one building for another one (both vanilla)
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.
Re: Swapping one building for another one (both vanilla)
Requests for tutorials should be posted in Modding Questions. Moved.
Re: Swapping one building for another one (both vanilla)
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?
Re: Swapping one building for another one (both vanilla)
Have they edited the relevant dbb files?
Re: Swapping one building for another one (both vanilla)
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.
Code:
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
}
}
Re: Swapping one building for another one (both vanilla)
It works :2thumbsup:
Thanks for your help! ~:cheers:
Re: Swapping one building for another one (both vanilla)
cunctator would you mind if I copied your post to make a guide for the scriptorium?
Re: Swapping one building for another one (both vanilla)
Re: Swapping one building for another one (both vanilla)
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.