The initial vanilla factions seem hard-coded to one of the culture types. Inside the pak files are folders for each of the culture types. This means that for example whatever faction you turn the romans_julii faction into in your mod that faction will always look in the Roman folder first for it's building graphics...
That has changed in RTW 1.5.
The new descr_sm_faction allows you change the culture assignation of each faction. From that moment, the buildings icons change to the new culture.
I tested with thrace, changing it to eastern, and it worked perfectly.
02-19-2006, 21:10
Teleklos Archelaou
Re: The Complete EDB Guide - discussion
Thanks for looking at this nik. I did try another word other than not_here (just one word without the underscore) but it didn't help the situation.
02-20-2006, 06:27
nikolai1962
Re: The Complete EDB Guide - discussion
Quote:
Originally Posted by Teleklos Archelaou
Thanks for looking at this nik. I did try another word other than not_here (just one word without the underscore) but it didn't help the situation.
I guessed it would be too easy to be true. I haven't had a chance to look at it properly yet as my antique pc won't let me run Rome any more :wall: but if i manage to fix my pc i'll try.
02-23-2006, 17:51
Kali
Re: The Complete EDB Guide - discussion
:help:
Sorry if this has been answered somewhere on this thread or the guide but I haven't been able to find it. Basically I want to know whats the limit on buildings a settlement can have built at anyone time. I'm not getting any appearing on the settlement browser after twenty four and I'm getting a problem with the UI buildings_constructed images in the settlements where 24 have been exceeded. So I'm guessing thats the limit. Just wanted to know if any of you modding genius' could confirm or contradict this...
~:cheers: in advance
02-23-2006, 19:27
Teleklos Archelaou
Re: The Complete EDB Guide - discussion
Do we know exactly what the loyalty bonus does for buildings? I think public order benefits are assumed, but I don't suppose anyone has done much testing of this, have they?
02-23-2006, 20:38
Dol Guldur
Re: The Complete EDB Guide - discussion
I have tested it under a number of basic conditions and although it reports a public order bonus (with no "due to" qualifier) it does absolutely nothing to the stats or displays in the settlement scroll details.
It does nto affect public order at all. It does not lessen corruption. It doesn't do anything! (tested under BI 1.6)
Kali: I've never had 24 building threads for a single faction so I cannot tel you of any limits. Sorry. I've had about 16 I think. That works.
02-23-2006, 21:21
Kali
Re: The Complete EDB Guide - discussion
Kali: I've never had 24 building threads for a single faction so I cannot tel you of any limits. Sorry. I've had about 16 I think. That works.[/QUOTE]
Cheers Dol Guldur,
I've made a mod that adds nine new buildings to any RTW game, But I've been testing it on RTR6.3 with DMC which has a lot of extra building threads (and is probably bugged as i've had some strange issues with whited out UI cards) However the limit seems to be 24, as after that they disappear of the browser but reappear if a building is destroyed. Might be a useful bit of info for your guide or maybe not... Excellent guide BTW
02-28-2006, 22:36
nikolai1962
Re: The Complete EDB Guide - discussion
Quote:
Originally Posted by Teleklos Archelaou
I'm getting some very strange results when testing the use of hidden_resources as a requirement for buildings in 1.5. I can't get any of it to work correctly. If the game has been changed from 1.2 to 1.5 to make it where buildings can't have hidden_resources as requirements, then I will tear all of my hair out I think.
Updated edit after re-testing in a more systematic way.
Vanilla RTW patched to 1.5 completely unmodded in any way.
Key:
D&R stands for deleting map.rwn file in the data/world/base folder and generating a new one by starting a new campaign.
KTM stands for kicked back to menu i.e when starting new campaign, select faction, click arrow to proceed then get get bounced back to menu preceding the faction selection.
~~~
Added "aaa, bbb, ccc, ddd, eee, fff, ggg, hhh, iii, jjj, kkk, lll, mmm, nnn, ooo, ppp, qqq, rrr, sss, ttt, uuu, vvv, www, xxx, yyy, zzz" to the resource list for umbria in descr_regions.
(Added to original list of pottery, olive_oil, wine, slaves, dogs, pigs, italy)
D&R -> KTM
Added "aaa, bbb, ccc, ddd, eee, fff, ggg, hhh, iii, jjj, kkk, lll, mmm, nnn, ooo, ppp, qqq, rrr, sss, ttt, uuu, vvv, www, xxx, yyy, zzz" to the resource list at the top of the EDB.
D&R -> Success.
So one kind of KTM error is caused by having hidden resources in the regions file that aren't matched in the list at the top of the EDB.
Added "and hidden_resource zzz" to requirements for practise_field. Started campaign (without D&R) and practise field buildable in ariminum (umbria) but not arretium.
D&R just to check -> Success.
So no problems adding and using new hidden_resources in 1.5
~~~
deleted all changes to regions and EDB file. D&R -> Success.
~~~
Added
building hinterland_precursor1
{
levels precursortype1
{
precursortype1 requires factions { all, } and hidden_resource not_here
{
capability
{
agent diplomat 0 requires factions { all, } and hidden_resource not_here
}
construction 1
cost 0
settlement_min village
upgrades
{
}
}
}
plugins
{
}
}
to bottom of EDB file then removed hidden_resource requirement and diplomat recruitment to test the factions { all, }.
added the building text from teleklos' earlier post to building text file.
Started campaign without D&R. Campaign loaded. Precursor building available in the construction screen *but* weird error where all provinces had a base fertility of zero. Noticeable in this case as pop growth displayed as negative. Possibly missable in other circumstances if testing changes by looking at a settlement with a smaller pop size.
Removed precursor building from EDB. Started campaign (without D&R). Fertility back to normal.
Put precursor building back in but changed faction requirement from "all," to "roman,". Started campaign (without D&R). Fertility fine.
D&R -> Success.
Changed requirement back to "all,". D&R -> KTM.
What this shows is that you can have EDB errors which don't stop the game loading or give show_err errors on exit *if* you have the map.rwn file generated from before you added the error. The building edits you made may all seem to work fine (and maybe they do) but the error may affect the way the game loads/parses the building file and lead to seen or unseen side-effects somewhere else. Re-generating the map.rwn file catchs errors that can be missed otherwise.
This may be obvious to experienced modders but I personally only ever used to regenerate the map.rwn when i made changes to the regions or strat files as I didn't think the map.rwn had anything to do with the building files. So basically you could have made an error weeks earlier but not notice it until either you need to regen the map.rwn or you notice the error later and think it is related to a more recent change.
~~~
Added "and hidden_resource italy" to requirements for precursor building (used pre-existing hidden_resourceas as test).
Game loaded fine, precursor buildable. D&R fine.
Added not_here to resource list at top of EDB.
Changed requirement from italy to not_here.
Game loaded fine without D&R, precursor not_buildable.
D&R. Fine. Precursor not buildable.
nb. You can have hidden resources in the EDB list that aren't in any regions in the regions file.
~~~
So I'd recommend re-generating the map.rwn file regularly when editing the EDB file so you'll know it was a recent change that caused the problem.
~~~
edit on carthaginian problem adding new buildings in 1.5.
Quote:
In BI a KTM is experienced if you try to add Carthaginian as a culture to the faction requirements of a new building OR to some vanilla buildings (or levels thereof).
Same in 1.5. Adding carthaginian as a faction in the required condition of a new building will give a KTM if no map.rwn and a crash otherwise (sometimes) or weird errors (sometimes).
The basic problem is carthaginian has two lookup variants in the descr_ui_buildings.txt. Removing either one of these will make new buildings work fine (although you may need to move some of the vanilla buildings carthage needs from egyptian to eastern or the other way round depending on which lookup variant you remove). A workaround to this problem if you need carthaginian to have two lookup variants is to create a UI/CARTHAGINIAN/BUILDINGS/CONSTRUCTION folder in the game data folder and add a bunch of tga files for the new buildings.
Other factions show the same problem if you add multiple lookup variants.
Having "all" as a faction requirement works fine. It was just the carthaginian problem in disguise as all includes carthaginian, (though it took me ages to realise it).
02-28-2006, 22:47
nikolai1962
Re: The Complete EDB Guide - discussion
Removing building blocks
(Tested in 1.5, 1.2 may be different)
If you have a lot of building blocks and want to remove some of the vanilla ones then you can.
Say you want to remove the missiles block to free up one of the 64 building blocks (adding the missile troop recruitment to the barracks buildings), the steps are:
1) comment out all the lines for the block in the EDB.
2) delete all the pre-placed missile buildings in descr_strat.
3) comment out the triggers in the ancillaries that use missile buildings as conditions (master of archers and siege_engineer in this case).
4) comment out the building construction advice threads and triggers in export_descr_advice.
5) comment out the references and the whole layout block for missile buildings in descr_settlement_plan.
6) comment out the slot_missiles lines in all the relevant files in the data/settlement_plans folder. These are roman_large_town.txt, roman_city.txt etc for the various cultures and city sizes.
In 1.5, show_err works well in pinpointing all these errors.
Edit: need to redo this some time in a completely un-modded version of 1.5 with some systematic testing as there may be related errors to doing this which don't show up with show_err.
03-10-2006, 17:19
Dol Guldur
Re: The Complete EDB Guide - discussion
I really should be able to work this out but I'm a bit stumped...
I am trying to use the building_present_min_level conditional for the recruitment of a unit. It works in the first level of barracks but when I copy that exact same line to the second level of barracks the game CTDs without an error message right at the end of the campaign loading bar.
It does not, through testing, seem to be related to the tier or assigned settlement level of the conditional building.
Anyone experienced this? (BI 1.6)
03-10-2006, 17:38
Teleklos Archelaou
Re: The Complete EDB Guide - discussion
Bizarre. Can you eliminate that conditional and still recruit the unit in your second level of barracks? In other words, are you sure it's that added conditional that causes the CTD?
03-10-2006, 17:54
Dol Guldur
Re: The Complete EDB Guide - discussion
Yes, the unit is recruitable without the conditional. I even tried it with another unit and it CTD withthe conditional added (even with a different building tree).
It must have something to do with the second level of barracks rather than it being the first. The weird thing is that the same line works in the third level of barracks! Actually, that is not quite true as it CTDs when you build the 3rd level barracks.
EDIT: Both the barracks and the conditional buildings are new buildings (and new trees) btw.
EDIT2: using vanilla buildiing conditionals (market trader) does not get rid ofthe CTD either. Do building conditionals only work in the first level of new building trees???
03-11-2006, 02:11
Teleklos Archelaou
Re: The Complete EDB Guide - discussion
Ah. Buildings that recruit troops have weird problems unless you use the barracks tree. For one, I'd also make sure no bonuses are being given by this building (we had CTD's with non-barracks buildings that allowed unit recruitment and bonuses both, until we removed the bonuses). I'm sure that building conditionals can work in higher levels of new building trees though.
03-11-2006, 18:27
Dol Guldur
Re: The Complete EDB Guide - discussion
Quote:
Originally Posted by Teleklos Archelaou
Ah. Buildings that recruit troops have weird problems unless you use the barracks tree. For one, I'd also make sure no bonuses are being given by this building (we had CTD's with non-barracks buildings that allowed unit recruitment and bonuses both, until we removed the bonuses). I'm sure that building conditionals can work in higher levels of new building trees though.
Teleklos, that was the answer! Thank you very much. This was not known to me. I wonder wny one earth it is so?
EDIT: CTD #2 - it seems that each building level will only accept 4 recruitment lines of units with building_present_min_level conditionals. 5 or more wil cause a CTD. Have you found the same?
03-11-2006, 20:35
Teleklos Archelaou
Re: The Complete EDB Guide - discussion
We weren't even sure that it was legitimately an issue, but we took the bonuses out and it *seemed* like that might have stopped the problem, so we kept away from doing that, even though we weren't sure of it. Now instead of doing that we will let bonuses be present in another structure and then be dependent upon whether or not the recruiting building is present in the town or not. I've no idea at all why it does that - so many things about this system don't make sense...
As for your second one, I don't think that is possible. We have a lot of these, with conditionals for buildings in their recruitment lines, and it doesn't cause CTDs.
03-11-2006, 21:22
Dol Guldur
Re: The Complete EDB Guide - discussion
I can only add 4 (this is in the level 4 (top) barracks). 5 or more def. causes a CTD. Interestingly, it is 6 or more that cause a CTD in the level 3 barracks.
There is no distinction between the two that I can see. This is very frustrating; it was supposed to be a half day recoding and it's now day 3
03-11-2006, 21:47
Teleklos Archelaou
Re: The Complete EDB Guide - discussion
I can glance at a totally new building we implemented for 1.2 and see more than 30 lines of recruitment text inside one level (a level four one, top level) and every one has multiple recruitment conditionals. Not all of those have building restrictions, but about 10 do. They require building minimum levels.
Have you downloaded EB just to look at the EDB files and compare? If you have got a copy of our EDB for reference, I'm refferring to the nomadcamp complex, and the fourth level, shahrdarm, recruitment lines. It's a new building and has lots of recruitment in all levels.
03-11-2006, 22:36
Dol Guldur
Re: The Complete EDB Guide - discussion
Yep, just looked at it - I notice you do have bonuses in them (!) and that (as far as I can see) no more than 4 building conditionals (negatives) in any one level. ???
03-11-2006, 23:01
Teleklos Archelaou
Re: The Complete EDB Guide - discussion
Oh. I misinterpreted what you were saying. Sorry. I thought you said no more than four recruitment lines with building conditionals, not more than four in one unit's line. But we do have more than four when we use "or" conditionals (look at core building levels, which force the use of governments).
You must have an older build also - since we have removed all bonuses from those non-barracks buildings that recruit units (really just the nomadic buildings I think). I'm pretty sure, but not certain, that they were the cause of some CTD's for our Yuezhi faction (pontus in vanilla coding terms).
03-12-2006, 19:47
SigniferOne
Re: The Complete EDB Guide - discussion
Teleklos, don't forget that some of these CTDs and limitations you've found for EB could be solely due to the 1.2 version, and fixed in 1.5. So I really think you'll find the going getting easier after upgrade, and maybe you won't have to limit yourself as much.
03-16-2006, 00:55
Dol Guldur
Re: The Complete EDB Guide - discussion
Does anyone know of a mod in BI 1.6 that has an edb with a new building that contains a level which has more than 4 units being made available for recruitment by virtue of building conditionals?
If so, I need to look at that mod's edb!
Thx.
03-23-2006, 02:36
nikolai1962
Re: The Complete EDB Guide - discussion
edit: deleted as not useful
03-23-2006, 02:50
nikolai1962
Re: The Complete EDB Guide - discussion
edit: deleted as all nonsense :)
03-23-2006, 03:29
nikolai1962
Re: The Complete EDB Guide - discussion
edit: deleted as all nonsense :)
03-23-2006, 03:51
nikolai1962
Re: The Complete EDB Guide - discussion
edit: deleted as nonsense
03-23-2006, 04:20
nikolai1962
Re: The Complete EDB Guide - discussion
edit:
game crashs when a building has both a bonus capability and recruits units with a building conditional.
1) it may crash while loading the campaign.
2) under some conditions it will crash when constructing the building
3) under some conditions it will crash when you right-click the building in the construction list
03-23-2006, 09:49
Dol Guldur
Re: The Complete EDB Guide - discussion
Thx. for the reasearch. yes, you cannot have building bonuses and recruitments conditoned on buildings in the same building level it would seem. And, also inexplicably, the total number of active recruitment lines for building conditioned units cannot exceed 4 as far as I have found.
After a week of pondering and coding I cannot work out the principles by which these things work (or do not work!) :(
03-23-2006, 23:14
nikolai1962
Re: The Complete EDB Guide - discussion
I think it is a text/space issue related to why i was messing with it in the first place to try and get rid of the name of the conditional buildings all being placed next to the unit in question (or splurged all over the building info if there was more than one conditional).
There's space allocated for capabilities and space allocated for recruitment but but the extra text added by having a building condition on the recruitment messes it up.
03-24-2006, 02:27
nikolai1962
Re: The Complete EDB Guide - discussion
A couple of other things.
Some confusion (including mine) over the two trade bonuses.
trade_level_bonus
only affects land trade, seems to have same effect as getting trade rights, possibly same as a road level (didn't check fully as was mainly checking something else). basically adding it to a building carthage has at the start in vanilla 1.5 tripled the trade value of it's land trade with the numidian city to the west.
trade_base_income_bonus
This is th eone on the markets. Adds 10% to the base value of land trade and sea exports (not imports). It won't look like 10% if there is already another building giving a bonus e.g if base value of the trade route is 50 and you have a market there on its own then the value will go up to 60 i.e market gives +20%. If testing and add a bonus to another building that gives 10% of the 50 not the 60 so the total value goes up to 65 not 66. I think this is where some of the confusion over percentages comes from.
trade fleets
This capability seems to do nothing other than display on the building info. Changing the value of trade fleets on the port buildings and firing up the game, adding levels, making levels multiple upgrades etc etc.
Basically the game creates one trade route for each of the first three buildings in the levels list (if the route exists for that region.) Changing the number of trade fleets doesn't seem to affect either the number of routes or the value of the routes.
what these all do is give the game an alternative name to look for when loading a building graphic. so in vanilla in tells the game for all the different temple buildings all the shrine level ones load the shrine graphic etc.
This can save on the number of graphics you have to keep track of, rename etc. For example if you had modded the game to have seperate barracks for each of the barb factions called brit_barracks, gaul_barracks etc, instead of having a separate graphic for each one you could write
brit_barracks barracks
gaul_barracks barracks
etc
in this file and the game will look for the graphic called "#barbarian_barracks" in the UI folder/pak file.
03-25-2006, 00:26
nikolai1962
Re: The Complete EDB Guide - discussion
taxable_income_bonus:
displays in building info as bonus 1%, 2% etc depending on the value of the bonus. however what it actually does is add 20 per point i.e taxable_income_bonus bonus 5 adds 100 to the tax. it doesn't seem to relate to population size.
I added a building with a tax bonus of 5 to the 4 starting briton cities in 1.5.
if you set this to a negative value it does reduce the trade income even if there are no other buildings with trade bonus but this bonus always displays as "increase in tradeable goods" even if you have made it negative.
law and happiness:
negative values only negate the bonuses from other buildings but don't reduce the city happiness in themselves but negative values of law bonus does increase corruption.
03-25-2006, 01:11
Dol Guldur
Re: The Complete EDB Guide - discussion
Thanks for your testing, Nikolai! It is appreciated and I am taking it in ;)
I've so little time to reply or edit the Guide due to it being pretty hectic here on the Fourth Age at the moment - we could do with some more staff :laugh4:
03-28-2006, 05:44
Atilius
Re: The Complete EDB Guide - discussion
Quote:
Originally Posted by nikolai1962
edit:
game crashs when a building has both a bonus capability and recruits units with a building conditional.
1) it may crash while loading the campaign.
2) under some conditions it will crash when constructing the building
3) under some conditions it will crash when you right-click the building in the construction list
I've nearly posted to this thread several times but was puzzled by the fact that my experience didn't really square with yours. Now things seem to be making a bit more sense.
I was seeing a crash when trying to build a colosseum (which allows races) and enabled recruitment of certain units if other buildings existed. This scared me away from using building conditionals for unit recruitment. Perhaps I'll go back a try it again.
Thanks very much for the hard work nikolai.
04-17-2006, 21:41
Dol Guldur
Re: The Complete EDB Guide - discussion
Another problem with using building conditionals for recruitment of units...
The feature that allows you to right-click on a unit name listed in the building description scroll seems to be affected by units whose recruitment is dependent upon buildings (new or vanilla). This causes a displacement and a CTD thus:
UNIT LISTED----ON RIGHT-CLICK
unit1------------displays unit1 info scroll
unit2------------displays unit2 info scroll
unit3------------displays unit3 info scroll
BCunit4---------displays unit5 info scroll
unit5-----------displays unit6 info scroll
unit6-----------CTD
BC = Building conditioned unit
Can anyone confirm this? It is possible other factors may be at play, but it seems like another quirk of the building capabilities to me.
04-20-2006, 08:18
nikolai1962
Re: The Complete EDB Guide - discussion
I get something similar where i have too many units buildable by one building. CTD's when I right-click the building. Comment out one of the units in turn, while leaving the rest, and it is fine. All of this seems to be to do with the allocated space for text in the units buildable section. Either the quantity of text or the number of lines?
04-20-2006, 10:34
Dol Guldur
Re: The Complete EDB Guide - discussion
I do not think it has to do with the normal limitations; this occurs when there are only a few recruitment lines.
04-20-2006, 16:03
TiFlo
Re: The Complete EDB Guide - discussion
Hi all,
I came across this page this morning and found everything I've been looking for for two weeks now :sweatdrop:
I just wanted to say you guys saved me lots and lots of hours of work to fix my mod: http://forums.rometotalrealism.org/i...howtopic=18311
THANK YOU!!!!!!!!!!!!!!!!!!!!!!!!!!!
:2thumbsup: :2thumbsup: :2thumbsup: :2thumbsup:
04-20-2006, 16:06
TiFlo
Re: The Complete EDB Guide - discussion
Hi all,
I came across this page this morning and found everything I've been looking for for two weeks now :sweatdrop:
I just wanted to say you guys saved me lots and lots of hours of work to fix my mod: http://forums.rometotalrealism.org/i...howtopic=18311
THANK YOU!!!!!!!!!!!!!!!!!!!!!!!!!!!
:2thumbsup: :2thumbsup: :2thumbsup: :2thumbsup:
04-21-2006, 04:41
nikolai1962
Re: The Complete EDB Guide - discussion
Quote:
Originally Posted by Dol Guldur
I do not think it has to do with the normal limitations; this occurs when there are only a few recruitment lines.
Yeah but i was thinking each extra bit of text for the building the unit is conditional on might use up a unit slot? Dunno. I pretty much gave up on giving units building conditions as the game doesn't seem to have been designed with it in mind. Instead i was trying to make all the units buildable by the buildings they were conditional on and those buildings conditional on other buildings. It's a bit of a pain but seem to run into so many problems otherwise.
04-21-2006, 13:43
Dol Guldur
Re: The Complete EDB Guide - discussion
Yes, I see what you mean. There may be some truth to it. I always avoided using building conditionals until recently. I wish I had not succumb - still, it saves on coding and tech trees used. I do not have enough tech trees left to revert to a faction-specific building tree for all three recruitment buildings now :(
Personally, I'm too confused to tell but might be worth a look.
05-01-2006, 00:36
Dol Guldur
Re: The Complete EDB Guide - discussion
Thank you - I thought it did not work in older versions (that feature). Anyway, 3 days of coding (yawn) has eliminated this buggy and unpredictable building-conditioned unit recruitment lines system from my work...
05-02-2006, 00:58
nikolai1962
Re: The Complete EDB Guide - discussion
Probably for the best imo.
05-04-2006, 14:37
Dol Guldur
Re: The Complete EDB Guide - discussion
Here is something weird that I have not come across before and hope someone else has.
My EDB listed 45 hidden resources. I added a 46th somewhere around position 10. The game then started to kick me back to the menu on trying to load the campaign with the exit error reporting that the first hidden resource in the list was not recognised (in the DR file).
The problem was easily solved - I simply swapped the first and second hidden resource around. How could this be? Why would adding new hr have caused this?
I will do some more testing if I get time though it is not critical. I just do not like the fact that something is at work I do not comprehend ;)
EDIT: Nope, it has now started not recognising the first (formerly second) HR. Hmmm..
05-04-2006, 17:13
alpaca
Re: The Complete EDB Guide - discussion
45 is a really strange number for a list size. It wonder why it recognized the resource when you just had changed it really - I'd have assumed that it won't recognize the first resource ever if you go over the max.
05-04-2006, 18:52
Dol Guldur
Re: The Complete EDB Guide - discussion
It's a highly complex EDB ;) We needed about 70 HRs and had to come up with clever ways of cutting it down - with a little effort we might be able to reduce it still further..
Anyway the hard-coded limit is supposed to be about 64 so I doubt it is that - and why would it fail to recognise the *first* one listed instead of the last? Or maybe it does not recognise any of them but only reports the first? The map file is generating correctly but the kick back still occurs, though it does not always occur and I cannot work out why. More testing...
05-04-2006, 20:00
alpaca
Re: The Complete EDB Guide - discussion
Well it probably would only tell you about the first ;)
But then again I have no idea why it should fail to recognise the hidden resources (it's enough to put them into edb usually, isn't it?) at all.
05-04-2006, 21:03
Dol Guldur
Re: The Complete EDB Guide - discussion
The issue seems solved though I have no idea why it caused the unrecognised resource error.
I must admit to not fully comprehending the DUB file as of yet, though that was the file that needed some editing. I needed to add the extra temple_of_violence levels I set up to this file, though not so in the case of the temple_of_mithras. Why does the temple of mithras have no entry in this file in either the BI or Rome data folders? I do not have any mithras buildings in the game at present (unlike the violence ones) which may explain it - but surely vanilla has mithras in or is it not used?
EDIT: Of course. Mithras is purely Roman so requires no listing unless you add other factions/cultures to that tech tree.
05-05-2006, 20:00
LestaT
Re: The Complete EDB Guide - discussion
PHP Code:
dockyard requires factions { carthaginian, eastern, parthia, greek, egypt, } and hidden_resource major_port or factions { romans_julii, } and building_present_min_level barracks_roman muster_field and hidden_resource major_port
Just would like to check. Are these lines correct ? It didn't caused CTD, but haven't tested it yet.
Base on RTR Gold, I wanted to make for roman to have that level must need another building built.
05-07-2006, 03:52
nikolai1962
Re: The Complete EDB Guide - discussion
Those kind of conditions have never worked for me. The only kind that have, have been of the form:
requires factions { a, b, c, } or factions { x, y, z, } and a_condition
i.e the first set of factions has no other conditions other than the factions.
05-07-2006, 10:52
alpaca
Re: The Complete EDB Guide - discussion
I don't know if I remember correctly but when I once tested this I think the game took all that's to the right of the "or" as one statement and the condition directly on the left of the "or" as the other statement.
05-07-2006, 11:35
LestaT
Re: The Complete EDB Guide - discussion
Quote:
Originally Posted by nikolai1962
Those kind of conditions have never worked for me. The only kind that have, have been of the form:
requires factions { a, b, c, } or factions { x, y, z, } and a_condition
i.e the first set of factions has no other conditions other than the factions.
So, if doing that only factions x, y, z, have the condition ? :no: I guess I have to do other means, by making the x, y, z, still be able to build but not having the intended bonus.
Something like what we call here , a white elephant project. :wall:
Thanks.
05-15-2006, 03:53
Teleklos Archelaou
Re: The Complete EDB Guide - discussion
Just in case this was missed or not mentioned elsewhere, it can possibly help a situation that I haven't seen many folks mention. nikolai1962 (magnificent bastard) figured out a way to get around this nasty error in 1.5:
Building DB error - faction X has gap in building prior to X (unavailable at level zero)
Here is his explanation - you may chuckle at how he fixed it - edited a little by me for use by a non-EB audience and a few other clarifications (he hasn't been on the site in a few days - hope he forgives my meddling :grin:):
Quote:
Originally Posted by nikolai1962
This error message is the annoying 1.5 thing where the parser doesn't like breaks in faction requirements across building levels.
for example: levels b1 b2 b3
b1 require greek, roman
b2 requires greek
b3 requires roman
Even if b2 and b3 are set up as optional upgrades from b1 (which works in game, and worked without error in 1.2) the initial parser doesn't get it and throws an error message, stopping the game from successfully loading.
You can suppress the error by having a "not" condition somewhere as that throws an error too but it isn't caught by the show_err mechanism so it cancels the other one out (no idea why).
In limited cases where the a *break* building level has no conditions you can get round it with:
b1 require greek, roman
b2 requires greek or roman and not_here (not_here being a hidden resource we have in EB when we don't want buildings to be buildable - as it never appears in a province)
b3 requires roman
So he has a way to stop the error message from occurring, basically by introducing another "mistake" (as EDB doesn't like "and not" requirements - they mess up the building browser and it won't read the building). In this case, two wrongs certainly do make a right.
05-21-2006, 21:06
Makanyane
Re: The Complete EDB Guide - discussion
Lots of brownie points if anyone can explain this one. Based on tutorial we thought using:
Quote:
academy requires factions { eastern, roman, } and hidden_resource sughdian
etc. should disable academy buildings - as sughdian isn't in our regions.txt
two of us were at different stage of modding text files, one found above line worked in EDB other one using same line found it didn't disable building. After many hours copy'ing and pasting sections of working / non-working EDB have found:
Within mod (without changing any other files) EDB line;
Quote:
academy requires factions { eastern, roman, } and hidden_resource sughdian
and here 'x,' can be literally 'x,' or 'faction,' or 'culture,' then the and hidden_resource requirement for the academy is disabled and the roman cultures can build them in any province again.
These appear to be from entirely different building trees and I can't think of anything that would link them. Help!!!
05-22-2006, 18:10
Makanyane
Re: The Complete EDB Guide - discussion
Have just re-tested the above using a vanilla version of BI 1.4 (mod was on 1.6) just in case excess intake of fermented apple juice was messing up yesterdays results.
Added new hidden_resource, 'unbuildable' to vanilla EDB and used it to disable building of all barracks, farms and academies. As expected these no longer appeared in building browser or construction screens in game.
have tested this with requires factions including:
{ barbarian, goths, eastern, hun, nomad, roman, } in various combinations and that is fine; barracks, farms and academies all remain unbuildable.
However adding: 'carthaginian,' 'carthage,' or 'x,' in combination with any of the above gives in game result that barracks remain unbuildable, but farms and academies re-appear on building browser (for Romans) and can be built. Also if playing as Saxons and Goths the barracks remain unbuildable, but they now have the ability to build academies and higher level farms that they / their culture is not on the requires factions list for!
Thought that barracks not being effected could be due to position in EDB relative to city_plumbing. Cut and pasted entire health building section down to bottom of EDB and we're back to everything working as expected i.e. all three sets of buildings stay unbuildable even with 'carthaginian,' in city_plumbing.
So it seems that when game can't find something (?what) related to city_plumbing for 'carthaginian,' 'carthage,' or 'x,' instead of crashing or giving an error message it just decides in retribution to reverse the effect of your and hidden_resources below that point! :wall:
05-22-2006, 18:44
Teleklos Archelaou
Re: The Complete EDB Guide - discussion
Oh. Maybe it has something to do with carthage not autodefaulting to another culture for building images. Go open descr_ui_buildings.txt. What does your first few lines look like? up until the "temple" lines begin? Something like this?
Code:
lookup_variants
{
carthaginian eastern
carthaginian egyptian
eastern egyptian
greek roman
I don't have the original installed files anymore - but making sure you have a proper set of images to default to for that culture may be the issue. (as nikolai figured out I think)
05-22-2006, 20:48
Dol Guldur
Re: The Complete EDB Guide - discussion
Yes,
Carthaginian does cause problems, and even changing descr_ui only addresses it so far (I have found).
The usual error though is a kick-back to menu if carthaginian is assigned a new building tree/created building tree or to a new level of a vanilla building tree.
Changing the DUB file overcomes the new vanilla tree/level problem but the KTM still occurs for entirely new buildings. <<< this also has now been resolved (see later in this thread).
Interesting though that you assigned carth. to it and did not get a ktm. Have you already modded DUB? (working in BI 1.6)
05-22-2006, 22:40
Makanyane
Re: The Complete EDB Guide - discussion
Teleklos Archelaou, you're right it is apparently to do with that.
Dol Guldur, I hadn't modded DUB in either version until after seeing both your replies. Have no idea why it doesn't KTM (especially using 'x,')!
Have just tried changing DUB (in modded 1.6) to start
Quote:
lookup_variants
{
carthaginian roman
carthaginian barbarian
carthaginian eastern
carthaginian egyptian
eastern egyptian
greek roman
adding carthaginian in for existing roman and / or barbarian buildings now works Ok and doesn't mess up hidden_resource disabled buildings. Thanks.
05-22-2006, 22:58
Dol Guldur
Re: The Complete EDB Guide - discussion
Great. If all else fails, DUB it! ;)
You actually added an x and it didn't complain?
05-23-2006, 20:17
Makanyane
Re: The Complete EDB Guide - discussion
Aaarghhh,:oops: just re-tested and found that game accepting 'x,' (and carthaginian) in those positions without error message / KTM was due to me not deleting map.rwm, other changes were being picked up so didn't think I had to delete it for EDB changes. :embarassed:
06-10-2006, 23:42
blacksnail
Re: The Complete EDB Guide - discussion
Cunctator has confirmed that the "recruit & bonus" CTD mentioned in posts #91-95 of this thread is only caused when the recruit line includes a building conditional. A recruit line with HRs does not cause a CTD when in the same building as a bonus.
06-11-2006, 00:15
Dol Guldur
Re: The Complete EDB Guide - discussion
Well, that's all of us in agreement then ;)
I wonder what causes the CTD to kick in once a certain number of BC units are availble from a building? Still, I have abandoned any BC recruitment ideas so it is of no matter.
08-10-2006, 05:49
Teleklos Archelaou
Re: The Complete EDB Guide - discussion
Bump! :laugh4:
What I might think is one of the most important threads on RTW modding (discussion thread that is) needs some spect!
A question or two that may or may not get answered - they're sort of specific:
-Is not having any capabilities (bonuses or recruitment) for a complex level going to cause a problem? Anyone ever had a problem and directly traced it to this?
-At the end of each building complex you find this:
Quote:
upgrades
{
}
}
}
plugins
{
}
}
The question is - is this part
Quote:
plugins
{
}
really necessary? Will it cause problems if it's not there?
08-10-2006, 08:43
Dol Guldur
Re: The Complete EDB Guide - discussion
Thx. for the bump ;)
I've had buildings with no capabilities for unimplemented factions; and I am sure at some stage I must have had the same for implemented factions (i.e. working in game) as I set up new building trees for them; not 100% sure though.
The plugin section, as you know, is defunct; I've tested that it can be removed (just now) but have not thoroughly tested the consequences of doing so. I cannot see how it would hurt but best to test it thoroughly first.
EDIT: <<< Squid has discovered that the plug-in has some limited value with scripts (see EDB Guide update)
09-03-2006, 20:22
Makanyane
Re: The Complete EDB Guide - discussion
EDIT: Have problem with churches that are in descr_strat not appearing in certain settlements when you start game with MICROMANAGE_ALL_SETTLEMENTS:FALSE in preferences - if this is set to TRUE they appear as normal! Had thought it was side effect of some extensive changes to church system in EDB - after much testing and finally substituting vanilla EDB back in - it appears not to be the culprit, so have editted out my original post and will post elsewhere.
Sorry !!!!
12-09-2007, 22:14
Renaissance37
Re: The Complete EDB Guide - discussion
The romans have the great advantage of the highways. I wanted to mod the game so as to start with highways in every single province. I figure this should not be too complicated. Can someone point me in the right direction as to how to do this (I think it is in the descr_strat.txt file). Thanks.
12-10-2007, 09:23
Charge
Re: The Complete EDB Guide - discussion
Code:
{
type defenses wooden_pallisade
} building
{
type hinterland_roads highways
}
building
{
add/retype in each city
they will be of roman culture though, unless you'll change edb and ui..a bit more complicated :):clown:
12-11-2007, 21:17
Renaissance37
Re: The Complete EDB Guide - discussion
Quote:
Originally Posted by Charge
Code:
{
type defenses wooden_pallisade
} building
{
type hinterland_roads highways
}
building
{
add/retype in each city
they will be of roman culture though, unless you'll change edb and ui..a bit more complicated :):clown:
..And this is done in the descr strat file under maps/imperial campaign? Does it need to be changed in any other files also? I did this first (for Arretrium) and it still displayed the "roads" on the map, not "highways".
12-11-2007, 21:41
Squid
Re: The Complete EDB Guide - discussion
Did you alse remove the entry for the roads?
12-19-2007, 03:21
Renaissance37
Re: The Complete EDB Guide - discussion
Quote:
Originally Posted by Squid
Did you alse remove the entry for the roads?
So what should the code look like?
12-19-2007, 03:27
Renaissance37
Re: The Complete EDB Guide - discussion
Are there any fully functioning scenario Mods (downloadable) for Rome?
Also, a question about Medieval War 2.....It seems Venice can have all the Knights orders, but the game is only letting me build Hospitallars. How can I build the chapter houses for the other orders? Also, are there any events that need to be triggered to build these chapter houses?
12-19-2007, 06:16
Squid
Re: The Complete EDB Guide - discussion
First question: yes plenty
Second question: wrong forum, try asking over in the M2TW part of the site
12-19-2007, 16:10
Renaissance37
Re: The Complete EDB Guide - discussion
Quote:
Originally Posted by Squid
First question: yes plenty
Second question: wrong forum, try asking over in the M2TW part of the site
Where can I get the Mods?
12-19-2007, 18:37
Dol Guldur
Re: The Complete EDB Guide - discussion
This is probably one of the most up-to-date compilations of released mods...
And please do not ask these questions in the wrong forum/thread as others will use these to source certain information and have to wade through irrelevant postings. Thx ;)
12-19-2007, 19:03
Renaissance37
Re: The Complete EDB Guide - discussion
Quote:
Originally Posted by Dol Guldur
This is probably one of the most up-to-date compilations of released mods...
And please do not ask these questions in the wrong forum/thread as others will use these to source certain information and have to wade through irrelevant postings. Thx ;)
Sorry about that.
01-01-2008, 09:03
Red Spot
Re: The Complete EDB Guide - discussion
something I just found out that seems to work, though I still wouldnt recommend using it .. :D
Seems you can happilly use double entries in EDB, in the case of the core-building it will get you the regular core-building and a destroyable-regular-building, where the last acts as normal building and the first stays as it worked before ... (could possibly be usefull for mimicking settlement-levels, I guess ...)
G
01-01-2008, 12:41
Dol Guldur
Re: The Complete EDB Guide - discussion
That's interesting Red Spot. I had not thought to try that as every other file seems to complain at double entries.
Has it been tested thoroughly? What happens if you have building conditionals testing for the existence of that building? Which one does it take? How does it affect scripting when testing for a building in both those trees? Do the associated text files work correctly for both? How does it display in the building browser? Presumably the cards all work? Does the second entry count as another entry or can it be used to deceive the engine into having more than 64 tech trees? What happens if the tree name is the same but the level names differ? The EB file also accepts double entries then?
Lots of questions. :laugh4:
I'll update the EDB if this can be shown to be working smoothly and of use.
01-01-2008, 16:50
Red Spot
Re: The Complete EDB Guide - discussion
I think its some sort of legacy from before they implemented the actual core-building, as its displayed in the building-browser as something like "first building" but doesnt cause any errors ...
You can just build it as a regular building and any building requirement can be split up, 1 way, as you can check when a core-building is being build by attaching things to the settlement-lvl, but you cant be sure the other way around, afaik yet ...
Havent tried this with regular building, just tested it for an other feature I'm looking into, though I realised later on with a bit of trickery I can just as well implement it without the need for double entries in EDB, so it hasnt been tested very well at all ..
G
01-24-2008, 12:57
Dol Guldur
Re: The Complete EDB Guide - discussion
Important: Discovery
I should add here, as I believe I neglected to do it when I discovered it, the fact that there is a way of controlling recruitment of available units beyond the simple availability we have all been used to.
I have updated the EDB Guide (4 months ago in fact) but, with the exception of the EB Team, I believe I have not announced it generally. Sorry :(
The game will block recruitment of units that have a weapon tech that is in the negative. It is possible to use negative bonuses (see Guide) to achieve this. By restoring the negative to a bonus the unit with that weapon tech becomes available again. Both EB and FATW use this technique should you wish to see examples. I have not looked at how EB has implemented it but I should warn you the FATW implementation is very complex (advanced coders only!). lol
See the opening post of this thread for a link to the EDB Guide.
01-24-2008, 21:10
Red Spot
Re: The Complete EDB Guide - discussion
are there any sort of negative effects DG, something to look after ..
I've got an interest in this .. er .. feature though somewhere I wont use it untill some proper testing or confirmation its perfectly safe to use as something tells me this has its side-effects, though thats just "a feeling" ...