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  1. #1

    Default Re: Making farms destructible

    @ scott2978: No problem, I'm just glad you got it working! It can be very frustrating.

  2. #2

    Default Re: Making farms destructible

    So how do I make the palace building destructible? Or any other undestructible building? I am playing this mod where there is this one custom-made religious building that is not destructible and it's messing up the population contentment. So what are the tags that makes a building undestructible? (it's not a farm nor a palace nor a road)
    Last edited by ThePianist; 02-16-2009 at 06:42.
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    Sweboz 1.0

  3. #3

    Default Re: Making farms destructible

    The "core" buildings cannot become destructible. The rest can, by removing the "hinterland_" prefix the trees have in their entry's name in export_descr_buildings.txt. (You will then need to edit any other references to those building trees in other files)

    Mods however might be using indestructible buildings as markers or to block a specific type of crash, so you should probably not change it.
    Last edited by Aradan; 02-16-2009 at 12:55.

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  4. #4

    Default Re: Making farms destructible

    Thanks to your help, I found the building:
    The lines of code in export_descr_buildings is here. It looks like a lot, but only a few lines are relevant:

    building hinterland_unique2
    {
    levels unique_base_2 villa_jovis muro_pianto constantine_column grotta_ercole carthage_bath terme_caracalla
    {
    unique_base_2 requires factions { roman, } and hidden_resource no_access
    {
    capability
    {
    }
    construction 1
    cost 400
    settlement_min city
    upgrades
    {
    villa_jovis
    muro_pianto
    constantine_column
    grotta_ercole
    carthage_bath
    terme_caracalla
    }
    }
    villa_jovis requires factions { roman, } and hidden_resource capri
    {
    capability
    {
    law_bonus bonus 5
    happiness_bonus bonus 3
    }
    construction 6
    cost 6400
    settlement_min city
    upgrades
    {
    }
    }
    muro_pianto requires factions { roman, } and hidden_resource jerusalem
    {
    capability
    {
    religious_belief judaism 5
    happiness_bonus bonus 3
    }
    construction 5
    cost 2200
    settlement_min city
    upgrades
    {
    }
    }

    ........(some other code).....
    }
    plugins
    {
    }
    }


    This muro_pianto, I would like to make it a destructible building, like how the Acropolis in EB can be destroyed. Otherwise I'd have to take jerusalem again and again to keep it in the ERE and i don't want to do that. The building gives +5 of Judaism, and there are 5 surrounding Christian provinces. Extra unrest of +85% and the population is growing nearing 24000.


    I would like to make a new building class, only for that building. I would first remove all the muro_pianto lines from the previous paragraph, then:

    building specialbuilding
    {
    levels unique_base_100 muro_pianto
    {
    unique_base_100 requires factions { roman, } and hidden_resource no_access
    {
    capability
    {
    }
    construction 1
    cost 400
    settlement_min city
    upgrades
    {
    muro_pianto
    }
    }
    }


    muro_pianto requires factions { roman, } and hidden_resource jerusalem
    {
    capability
    {
    religious_belief judaism 5
    happiness_bonus bonus 3
    }
    construction 5
    cost 2200
    settlement_min city
    upgrades
    {
    }
    }
    }
    }

    That's merely the original paragraph with all the other buildings removed, only muro_pianto remaining, with a new building class "specialbuilding" and a new building level "unique_base_100"

    and I add this paragraph to export_decr_buildings.txt
    I add specialbuilding to:
    export_descr_buildings
    export_buildings
    export_descr_buildings_enums
    descr_strat (modifying it accordingly in the jerusalem paragraph)

    I add unique_base_100 to:
    export_descr_buildings
    export_descr_buildings_enums
    export_buildings


    Do I seem to be doing things correctly?
    Last edited by ThePianist; 02-17-2009 at 06:46.
    Finished EB campaigns:
    Sweboz 1.0

  5. #5
    Finder of Little Oddities Senior Member Makanyane's Avatar
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    Jan 2006
    Posts
    2,220

    Default Re: Making farms destructible

    I haven't checked in detail, looks like you've got right idea, you need to check descr_strat for all instances of hinterland_unique2... and simpler way to fix your problem might be to just to comment out or remove the religious_belief line

    if you definitely want to destroy the building search the EB script (in data/scripts/show_me)
    for any reference to muro_pianto in case that building is needed for something in the running of the script
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  6. #6

    Default Re: Making farms destructible

    Quote Originally Posted by Makanyane View Post
    and simpler way to fix your problem might be to just to comment out or remove the religious_belief line
    Woohoo, I never thought of that one and it is so simple! Thanks a lot!
    Finished EB campaigns:
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