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  1. #1
    Axebitten Modder Senior Member Dol Guldur's Avatar
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    Default Re: The Complete EDB Guide - discussion

    Thx. for the reasearch. yes, you cannot have building bonuses and recruitments conditoned on buildings in the same building level it would seem. And, also inexplicably, the total number of active recruitment lines for building conditioned units cannot exceed 4 as far as I have found.

    After a week of pondering and coding I cannot work out the principles by which these things work (or do not work!) :(
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  2. #2

    Default Re: The Complete EDB Guide - discussion

    I think it is a text/space issue related to why i was messing with it in the first place to try and get rid of the name of the conditional buildings all being placed next to the unit in question (or splurged all over the building info if there was more than one conditional).

    There's space allocated for capabilities and space allocated for recruitment but but the extra text added by having a building condition on the recruitment messes it up.
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  3. #3

    Default Re: The Complete EDB Guide - discussion

    A couple of other things.

    Some confusion (including mine) over the two trade bonuses.

    trade_level_bonus

    only affects land trade, seems to have same effect as getting trade rights, possibly same as a road level (didn't check fully as was mainly checking something else). basically adding it to a building carthage has at the start in vanilla 1.5 tripled the trade value of it's land trade with the numidian city to the west.


    trade_base_income_bonus

    This is th eone on the markets. Adds 10% to the base value of land trade and sea exports (not imports). It won't look like 10% if there is already another building giving a bonus e.g if base value of the trade route is 50 and you have a market there on its own then the value will go up to 60 i.e market gives +20%. If testing and add a bonus to another building that gives 10% of the 50 not the 60 so the total value goes up to 65 not 66. I think this is where some of the confusion over percentages comes from.


    trade fleets

    This capability seems to do nothing other than display on the building info. Changing the value of trade fleets on the port buildings and firing up the game, adding levels, making levels multiple upgrades etc etc.

    Basically the game creates one trade route for each of the first three buildings in the levels list (if the route exists for that region.) Changing the number of trade fleets doesn't seem to affect either the number of routes or the value of the routes.


    descr_ui_buildings.txt

    bunch of lines in this file of the form


    temple_of_battle_shrine shrine
    temple_of_battle_temple temple
    temple_of_battle_large_temple large_temple
    temple_of_battle_awesome_temple awesome_temple
    temple_of_battle_pantheon pantheon
    temple_of_farming_shrine shrine

    what these all do is give the game an alternative name to look for when loading a building graphic. so in vanilla in tells the game for all the different temple buildings all the shrine level ones load the shrine graphic etc.

    This can save on the number of graphics you have to keep track of, rename etc. For example if you had modded the game to have seperate barracks for each of the barb factions called brit_barracks, gaul_barracks etc, instead of having a separate graphic for each one you could write

    brit_barracks barracks
    gaul_barracks barracks
    etc

    in this file and the game will look for the graphic called "#barbarian_barracks" in the UI folder/pak file.
    Last edited by nikolai1962; 03-24-2006 at 02:28.
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  4. #4

    Default Re: The Complete EDB Guide - discussion

    taxable_income_bonus:

    displays in building info as bonus 1%, 2% etc depending on the value of the bonus. however what it actually does is add 20 per point i.e taxable_income_bonus bonus 5 adds 100 to the tax. it doesn't seem to relate to population size.

    I added a building with a tax bonus of 5 to the 4 starting briton cities in 1.5.

    (Normal tax) / Tax bonus 5 / Tax bonus 10
    Londinium 681 / 781 / 881
    Samarobriva 578 / 678 / 778
    Deva 501 / 601 / 701
    Eburacum 501 / 601 / 701

    negative values don't reduce the tax amount.


    trade_base_income:

    if you set this to a negative value it does reduce the trade income even if there are no other buildings with trade bonus but this bonus always displays as "increase in tradeable goods" even if you have made it negative.


    law and happiness:

    negative values only negate the bonuses from other buildings but don't reduce the city happiness in themselves but negative values of law bonus does increase corruption.
    Last edited by nikolai1962; 03-25-2006 at 00:27.
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  5. #5
    Axebitten Modder Senior Member Dol Guldur's Avatar
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    Default Re: The Complete EDB Guide - discussion

    Thanks for your testing, Nikolai! It is appreciated and I am taking it in ;)

    I've so little time to reply or edit the Guide due to it being pretty hectic here on the Fourth Age at the moment - we could do with some more staff
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