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