Re: Sarmatian buglets (updated)
Some more stuff.
1) river port available at town level but requires market (large town)
2) Pallisade not buildable with nomadcamps (it has gov requirements which includes nomadic settlement but doesn't include warlord camp)
3) Healer appears in browser as it requires all factions but it also requires sewers which nomads can't build. Are they meant to be able to build them if they capture a place with sewers or should the healer have the same faction requirements as the sewers?
4) Granary shows up in sarm build tree in regions with nomad hidden resource even though the momad resource prevents the basic farming which is a requirement for granaries. (See later point about "not" conditions.)
5) 4th level of nomadcamp (parthian only) has a governor_house requirement instead of governer_palace. not sure it would ever effect anything but mention it anyway.
6) The first level barracks building has a requirement for the small nomadic settlement but some (at least, seems like all unless i've missed some) of the unit recruitment lines say:
"recruit "barb frame harjoz germania" 0 requires factions { armenia, pontus, } and building_present_min_level nomadherd warlordh and not building_present_min_level nomadsett smallstlmnt"
which makes them unrecruitable unless i am missing something.
7) While trying to make the tavern display properly i found:
a) by changing the require line from:
tavern requires factions { barbarian, armenia, seleucid, }
to tavern requires factions { spain, gauls, germans, britons, dacia, scythia, armenia, seleucid, } i.e explicit factions rather than culture groups i got a tavern graphic instead of the generic roman barracks. admittedly it was a roman tavern but i thought i'd mention it just in case it is the culture groups messing up some of the buildings.
b) also i found that "not" conditions can stop buildings being displayed in the building tree.
so when i changed the other part of the requirement from:
"and not building_present_min_level government_type4 type4"
to
"and building_present_min_level government_type1 type1lvl2 or building_present_min_level government_type2 type2lvl2 or building_present_min_level government_type3 type3 or building_present_min_level nomadcamp smallstlmnt or building_present_min_level nomadherd warlordh"
the tavern appeared in the building browser.
8) The same applies to other things like the farms. If you have a hidden_resource "farming" to add to mixed and nomad then instead of
"and not nomad" you have "and mixed or farming"
basic farming shows up in the browser.
9) Lastly an experiment i wanted to try after reading a modding thread about having multiple upgrades in a building block. One of your buildings people may be interested in as it can be used to free up building blocks.
Instead of the two nomadic government types: nomadsett and nomadcamp i tried this:
building nomadcamp
{
levels tempgrazing smallstlmnt bigstlmnt warlordm royalm highkingm shahrdarm
{
tempgrazing requires factions { armenia, pontus, parthia, }
{
capability
{
}
construction 1
cost 200
settlement_min village
upgrades
{
smallstlmnt
warlordm
}
}
smallstlmnt requires factions { armenia, pontus, }
{
settlement_min town
upgrades
{
bigstlmnt
}
}
bigstlmnt requires factions { armenia, pontus, }
{
settlement_min large_town
upgrades
{
}
}
warlordm requires factions { armenia, pontus, parthia, }
{
settlement_min town
upgrades
{
royalm
}
}
royalm requires factions { armenia, pontus, parthia, }
{
settlement_min large_town
upgrades
{
highkingm
}
}
highkingm requires factions { armenia, pontus, parthia, }
{
settlement_min city
upgrades
{
shahrdarm
}
}
shahrdarm requires factions { parthia, }
{
settlement_min city
upgrades
{
}
}
}
plugins
{
}
}
This works and displays properly in the browser (as long as not conditions are replaced with positive ones i.e "and farming or mixed" instead of "not nomad")
also conditionals like this work:
"and building_present_min_level nomadcamp smallstlmnt and not building_present_min_level nomadcamp warlordm"
e.g for the barracks only being buildable if the nomadic settlement government option is built.
I don't really understand how your recruitment works so it may not fit but if it does this method would do away with the nomadsett building block and possibly others too. I haven't checked out the farming trees but they could possibly be combined this way as well.
Re: Sarmatian buglets (updated)
Some of that is very interesting. I've forwarded it to the team. The ordinary bugs, of course, are noted in the usual fashion.
Originally Posted by nikolai1962:
2) Pallisade not buildable with nomadcamps (it has gov requirements which includes nomadic settlement but doesn't include warlord camp)
This isn't intentional? I wouldn't expect a nomadic camp to have walls.
Re: Sarmatian buglets (updated)
Originally Posted by Simetrical:
This isn't intentional? I wouldn't expect a nomadic camp to have walls.
No idea :)