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  1. #1

    Default Making farms destructible

    I've searched for over an hour for information on this subject so please forgive me if this has been answered before.

    I carefully read the EDB guides I could find for clues about making farms destructible. All I could find was a vague indication that you might be able to remove the word "hinterland_" from the beginning of the building tree in the EDB file.

    I've tried that, and when I go to test it in a campaign, the game kicks me back to the selection screen to choose single player, Imperial campaign, etc.

    I tried changing the names in data/text/export_buildings.txt to match, same error.

    I tried also changing the names in the enums file in /data, same error.

    What am I doing wrong? Is there some easy way to toggle whether farms are destructible?

    Thanks for any help!

    Scott

  2. #2
    Anything that isn't 'member' Member Squid's Avatar
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    Default Re: Making farms destructible

    Turn on -show_err on the target line of your Rome shortcut and it might give you an error message telling you where the error is.

    Keep in mind that if you change EDB there are many other files that make use of the information there and need to be changed if changes are made to EDB. My guess is you haven't changed the references to the farms in any of descr_stat, export_descr_character_traits, export_descr_ancillaries, export_descr_advice, and probably a few other files I can't remember. Also if you changed the name of any of the building level then you need to rename all the pictures that go with the building levels that had their name changed or provide new name mapping in descru_ui_buildings.

    EDIT: The easiest way to find which files you'll need to change is to do a search on your data directory for files which have the original name of the buiding as content, then one by one open those files and update the name. This of course won't help with the image issue if that came up.
    Last edited by Squid; 03-13-2008 at 18:12.

    -Trait/Ancillary/Building Editor

    "Two things are infinite: the universe and human stupidity;
    and I'm not sure about the universe." -----Albert Einstein

  3. #3

    Default Re: Making farms destructible

    I had a similar problem today, and the error message will not show till you exit RTW.
    Owner and Operater of PC and Console Games forum.

  4. #4

    Default Re: Making farms destructible

    The most likely problem is that when a game loads up it checks desc_strat.txt in the campaign folder. You have to remove "hinterland" from every farm reference in every city. The UI pictures don't mention "hinterland", so you're ok there, unless you change the name of the farm building levels.

  5. #5

    Default Re: Making farms destructible

    GaiulsJulius that did the trick, thanks so much for that little bit of knowledge, it really made my day!!!


    And thanks to the others who tried to help as well, it's really cool that there is a place for people like me to ask these questions to people who will take the time to try to answer them. So, thanks!

  6. #6

    Default Re: Making farms destructible

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

  7. #7

    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.
    Finished EB campaigns:
    Sweboz 1.0

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