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

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  1. #1

    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...

  2. #2
    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

  3. #3

    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!

  4. #4
    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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  5. #5

    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.

  6. #6
    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

  7. #7

    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.

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