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Thread: The Complete EDB Guide - discussion

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  1. #1

    Default Re: The Complete EDB Guide - discussion

    Unfortunately this error seems to appear whenever you make a requirement for something and then in the same line make it a "requires not"... It happens with hidden resources as well as with the same building tree :(

    Guess that's the only options left then... Thanks for the answer :D

    RTR VII Developer

  2. #2

    Default Re: The Complete EDB Guide - discussion

    Quote Originally Posted by PatricianS View Post
    Unfortunately this error seems to appear whenever you make a requirement for something and then in the same line make it a "requires not"... It happens with hidden resources as well as with the same building tree :(

    Guess that's the only options left then... Thanks for the answer :D
    Make a hidden resource that is not present in any region and add an 'or' condition to the end of the requirements line. Like this:
    Code:
    requires building_present_min_level treeX level_2 and not building_present_min_level treeX level_3 or hidden_resource nowhere
    I use this for filling in all sorts of "gaps" in the building DB. I tested this quickly, and it all seemed to work as intended with no error message.

  3. #3

    Default Re: The Complete EDB Guide - discussion

    Quote Originally Posted by DimeBagHo View Post
    Make a hidden resource that is not present in any region and add an 'or' condition to the end of the requirements line. Like this:
    Code:
    requires building_present_min_level treeX level_2 and not building_present_min_level treeX level_3 or hidden_resource nowhere
    I use this for filling in all sorts of "gaps" in the building DB. I tested this quickly, and it all seemed to work as intended with no error message.
    hmm...

    Thanks for thinking, but this won't work :(

    The game gives an error already on the first part of this line... (before your "or hidden_resource nowhre")

    I'm afraid that the only option is what Thor the B. said... with the ; in front of the trouble area's... :(

    RTR VII Developer

  4. #4

    Default Re: The Complete EDB Guide - discussion

    Quote Originally Posted by PatricianS View Post
    The game gives an error already on the first part of this line... (before your "or hidden_resource nowhere")
    Are you sure you didn't just make a mistake with the earlier conditions? I tried a couple of versions:
    Code:
    blacksmith requires building_present_min_level market trader and not building_present_min_level port_buildings port or hidden_resource nowhere
    Code:
    blacksmith requires building_present_min_level market trader and not building_present_min_level market forum or hidden_resource nowhere
    Both loaded fine. With the first one the blacksmith was available to build in settlements with a trader, but not in settlements with a port. Afterwards the game exited fine with no error messages from either version. Obviously you need to add the resource 'nowhere' at the top of EDB.
    Last edited by DimeBagHo; 10-23-2008 at 12:39.

  5. #5

    Default Re: The Complete EDB Guide - discussion

    I've found an interesting phenomenon concerning the Carthaginian culture UI bug.

    What I found was that after working around the bug (deleting a line referencing Carthaginian in DUB) and loading my mod, I could re-add the line for Carthaginian in DUB with no ill effects.

    This may not seem like a big deal, but it means I don't have to create new UI cards for the Carthaginian culture for every new (non-eastern) building.

    In fact, I just realized that the Extended Greek Mod benefits from this, perhaps unknowingly, because it doesn't use any special Carthaginian UI cards, but clearly has new buildings from vanilla. And my modifications of the Extended Greek Mod also include new buildings, some exclusively for Carthage, and I created no new cards either.

    Expand your borders, a mod based on XGM 5.

  6. #6
    Anything that isn't 'member' Member Squid's Avatar
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    Default Re: The Complete EDB Guide - discussion

    Technically, you never have to create new UI cards, you just need to copy the UI card from the appropriate culture folder and rename it.

    -Trait/Ancillary/Building Editor

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

  7. #7

    Default Re: The Complete EDB Guide - discussion

    Well, I know, but I meant that that is unnecessary as well. The game correctly finds the cards from the other cultures with no problems.

    Expand your borders, a mod based on XGM 5.

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