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Thread: Is there any mod which solve the problem about gov system in EB?

  1. #1

    Question Is there any mod which solve the problem about gov system in EB?

    As you know, AI factions' government buildings cannot removed by script.
    So, after conquering any province, you can repair AI faction's gov building
    and still can use it. To impose self-restriction on player is poor way to solve it.
    Should it be contained in my new version of 'Imperial Edition'?

  2. #2
    Arrogant Ashigaru Moderator Ludens's Avatar
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    Lightbulb Re: Is there any mod which solve the problem about gov system in EB?

    What do you propose as a solution? For, as far as I know, there is no way around it, except of course dropping the system entirely.
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  3. #3

    Wink Re: Is there any mod which solve the problem about gov system in EB?

    Quote Originally Posted by Ludens View Post
    What do you propose as a solution? For, as far as I know, there is no way around it, except of course dropping the system entirely.
    There 'is' solution even with keeping the gov system. But the work will be very annoying and time-consumming. By dividing gov categories into 20 (total number of factions in EB). Now I'm working on that with my 'EB - Imperial Edition', presumably applied on next v1.16. It is very hard work, I know. Because all buildings and scripts are connected with this gov system. But if I succeed in it, am I deserved to be proud as a good modder?

  4. #4
    Speaker of Truth Senior Member Moros's Avatar
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    Default Re: Is there any mod which solve the problem about gov system in EB?

    I think there aren't enough building slots left are there? Or are you going to remove different buildings.

  5. #5
    Arrogant Ashigaru Moderator Ludens's Avatar
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    Lightbulb Re: Is there any mod which solve the problem about gov system in EB?

    Quote Originally Posted by khukkl View Post
    But if I succeed in it, am I deserved to be proud as a good modder?
    If you manage to overcome the building-complex limit, you certainly can be proud.
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  6. #6

    Default Re: Is there any mod which solve the problem about gov system in EB?

    70% done... This work takes a lot of time.
    When this work is complete, it will be applied to my 'EB Roma1 - Imperial Edition v1.16.'

    My work does neither remove other factions' gov buildings nor set their hit point to 0%.
    There is no need to do so. They will be just useless, you cannot build nor upgrade any
    barracks, any higher buildings without establishing your faction's own gov system. Now,
    there will be no possiblity to exploit AI factions' gov buildings for player's sake.
    Last edited by khukkl; 08-16-2008 at 17:39.

  7. #7

    Default Re: Is there any mod which solve the problem about gov system in EB?

    Like the others have said, how are you getting around the building-complex limit?
    I shouldn't have to live in a world where all the good points are horrible ones.

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  8. #8

    Default Re: Is there any mod which solve the problem about gov system in EB?

    Don't forget about the EBBS...
    - Tellos Athenaios
    CUF tool - XIDX - PACK tool - SD tool - EVT tool - EB Install Guide - How to track down loading CTD's - EB 1.1 Maps thread


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  9. #9

    Default Re: Is there any mod which solve the problem about gov system in EB?

    Quote Originally Posted by Tellos Athenaios View Post
    Don't forget about the EBBS...
    I know. So it takes me much time indeed. And I have to work for my living...

  10. #10

    Default Re: Is there any mod which solve the problem about gov system in EB?

    Ah... was their any limitation on the number of building tree? Constant CTD is the result. But their will be another solution. Entirely different way...

  11. #11
    Whatever Member konny's Avatar
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    Default AW: Is there any mod which solve the problem about gov system in EB?

    Quote Originally Posted by khukkl View Post
    Ah... was their any limitation on the number of building tree? Constant CTD is the result.
    Don't know, may be you should ask these guys:


    Quote Originally Posted by Moros View Post
    I think there aren't enough building slots left are there? Or are you going to remove different buildings.
    Quote Originally Posted by Ludens View Post
    If you manage to overcome the building-complex limit, you certainly can be proud.
    Quote Originally Posted by Fondor_Yards View Post
    Like the others have said, how are you getting around the building-complex limit?

    Disclaimer: my posts are to be considered my private opinion and not offical statements by the EB Team

  12. #12

    Default Re: AW: Is there any mod which solve the problem about gov system in EB?

    After this frustrating failure, suddenly I got really fantastic idea to resolve it, the problem about gov building. It was so simple and easy. Oh my... what I have been doing nutil now... Soon I will present the result to everyone!

  13. #13
    Just your average Senior Member Warmaster Horus's Avatar
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    Default Re: AW: Is there any mod which solve the problem about gov system in EB?

    A result which bypasses the building limit, I presume?
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  14. #14

    Default Re: AW: Is there any mod which solve the problem about gov system in EB?

    I heard that the limitation of building categories is 64.
    Following is the list of Building trees in EB building script. Total 63 trees.
    Can I add one more on here? should I perform an expriment?

    <1~10>

    building core_building

    building defenses

    building equestrian

    building market

    building smith

    building navy_port

    building port_buildings

    building health

    building hinterland_farms

    building hinterland_roads


    <11~20>

    building hinterland_mines

    building academic

    building amphitheatres

    building despotic_law

    building caravans

    building taverns

    building temple_of_battle

    building temple_of_farming

    building temple_of_fertility

    building temple_of_forge


    <21~30>

    building temple_of_fun

    building temple_of_governors

    building healing

    building farms2

    building farms3

    building colonia

    building uniques1

    building hinterland_uniques2

    building uniques3

    building uniques4


    <31~40>

    building multipurpose

    building loyltyvariants

    building river_port

    building minimumbuilding

    building generic

    building theatres

    building hinterland_precursor

    building hinterland_reforms1

    building hinterland_reforms2

    building government


    <41~50>

    building Barracks_A

    building Barracks_B

    building Barracks_C

    building Barracks_D

    building Barracks_E

    building Barracks_F

    building Barracks_G

    building Barracks_H

    building Barracks_I

    building Barracks_J


    <51~60>

    building Barracks_K

    building Barracks_L

    building barracks

    building Barracks_T

    building Barracks_U

    building Barracks_V

    building Barracks_W

    building Barracks_X

    building Barracks_Y

    building Barracks_Z


    <61~63>

    building nomadcamp

    building nomadsett

    building nomadherd


    If there is possiblity to add 1 more building tree, then no problem.
    But if not, I have to remove 1 tree for the fix of EB gov system.
    Anyway, I got the plan. :)
    Last edited by khukkl; 08-22-2008 at 14:49.

  15. #15
    Whatever Member konny's Avatar
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    Default AW: Is there any mod which solve the problem about gov system in EB?

    You could, for example, merge the barracks and governments in function. You would need one faction/group/culture-specific building as percusor for each level of barracks (what would also represent an advanced government) and so a faction could always only recruite the units appropiate for the existing government and related factions (for example Aedui-Arverni) could share both barracks and government, while these buildings wouldn't do anything for alien factions. Because you won't need the regional barracks anymore, you'll have plenty of slots free to create these percusor buildings.

    Disclaimer: my posts are to be considered my private opinion and not offical statements by the EB Team

  16. #16

    Default Re: AW: Is there any mod which solve the problem about gov system in EB?

    Konny // Thank you for your advice, but just 1 more slot is enough. Maybe this is the fate of EB? I wonder why respectable EB modders didn't come up to this solution. Really simple method, but the result is great! I'll open the idea when it is actually applied to my mod, 'EB Roma1 Imperial Mod' v1.16.

  17. #17
    Barely a levy Member overweightninja's Avatar
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    Default Re: AW: Is there any mod which solve the problem about gov system in EB?

    Quote Originally Posted by khukkl View Post
    Konny // Thank you for your advice, but just 1 more slot is enough. Maybe this is the fate of EB? I wonder why respectable EB modders didn't come up to this solution. Really simple method, but the result is great! I'll open the idea when it is actually applied to my mod, 'EB Roma1 Imperial Mod' v1.16.
    Is there any chance you could put out a version on its own without inclusion in your mod? I like this idea but a lot of your Roma mod features are unappealing to me so a seperate version would be awesome
    Cheers

  18. #18

    Default Re: Is there any mod which solve the problem about gov system in EB?

    Hm... 1 question about building requirement. Are there only 2 kinds of formulae about it? building_present_X or building_present_min_level X Y... I tried building_present_max_level & building_present X Y, but these couldn't be applied. (X: building category Y: building level)

  19. #19

    Default Re: Is there any mod which solve the problem about gov system in EB?

    I'll open my privious idea now, because this method also cannot be used because of the limit of 'building reguirement' formulae. If I cannot use such formulae 'building_present_max_level X(tree)' or 'building_present X(tree) Y(level)' then following idea will be useless.


    ;
    ; Pre-government system
    ;
    ; This system keeps away the usage of 'AI factions gov structure' from player.
    ; Interim government : In this state, player can't build any building, except upgrade it as 'Established government.'
    ; Established government : Once upgraded to this building, their is no limitation of construction.
    ; But the upgrade is available on following condition : No previous Government structure.
    ;
    building hinterland_pregov
    {
    levels interim_gov established_gov
    {
    interim_gov requires factions { all, } and hidden_resource not_here
    {
    capability
    {
    }
    construction 1
    cost 0
    settlement_min village
    upgrades
    {
    established_gov
    }
    }
    established_gov requires factions { all, } and not building_present government
    {
    capability
    {
    }
    construction 1
    cost 200
    settlement_min village
    upgrades
    {
    }
    }
    }
    plugins
    {
    }
    }

    Somebody can teach me how to actuallize upper idea?
    No one? Then another method shold be considered, it needs at least 2 more building tree slots.
    Last edited by khukkl; 08-23-2008 at 14:22.

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