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  1. #1

    Default Re: The Complete EDB Guide - discussion

    Excellent find, lim_lucky.

    I'll be doing some testing with this as well.

    Expand your borders, a mod based on XGM 5.

  2. #2

    Default Re: The Complete EDB Guide - discussion

    Quote Originally Posted by Dol Guldur View Post

    Do remember to test it both ways (positively and negatively) as sometimes a piece of redundant or useless code that is not reported as incorrect may nevertheless pass as a positive and mislead.

    Best of luck.
    Before I proceed with the findings, I have 1 question: Dol Guldur, what do u mean by testing it both ways?

    I'm finally completed with the building description and some upgrade options.
    Before I continue with the findings, I have to stress that I am only using the ALEXANDER engine, not RTW or BI so I cannot guarantee it will work for the older engines.

    I will first summarize all the details which are indicative of my findings:

    1) Upgrade statements based on hidden resources which defines specific regions may be possible for different factions within the same building tree, however note that this is only based on a one time testing which is definitely not exhaustive. This sort of solves the complex logic required to allow different factions to have different upgrade options in different regions.
    e.g.
    upgrades
    {
    upgrade1 requires factions { romans_julii, } and hidden_resource 1 and hidden_resource 2
    upgrade2 requires factions { cathage, } and hidden_resource 2 and hidden_resource 3
    upgrade3 requires factions { egypt, } and hidden_resource 4 and hidden_resource 5
    upgrade4 requires factions { scythia, } and hidden_resource 6 and hidden_resource 7
    ;... etc.
    }
    2) The upgrade options seem to reject building_present_min_level requirements as it will CTD on the turn the building is completed.

    3) I have not checked whether the following requirements will work because it do not intend to use it in my upgrade options for my personal mod.
    resource
    building_present
    marian_reforms
    building_present

    4) After I have allocated the hidden resources in the other regions, I will continue to post any other findings, especially with regards to other faction upgrade options once their hidden resource requirements are filled. I really hope it will work well with the rest of the factions.

    Disclaimer: I only intend to post whatever I find asap, and I have no intention to test upgrade requirements as stated in 3. Any other modder should be able to test it easily, but I feel that a 'positive test' does not seem to expand the building options that much and I am quite tight with other commitments as well, so I'm giving it a miss.

    Details:
    I have only tested with the factions romans_julii, because I have yet to place other hidden_resources for the other factions. So please ignore code for all other factions for simplicity.

    Code:
    building government
    {
    	levels gov1 gov2 gov3 gov4 gov5 gov6 gov7 gov8
    	{
    	gov1 requires factions { romans_julii, egypt, epirus, macedon, thrace, armenia, pontus, dacia, germans, spain, scythia, numidia, }
    	{
    		capability
    		{
    		law_bonus bonus 1 requires factions { romans_julii, egypt, epirus, macedon, thrace, armenia, pontus, dacia, germans, spain, }
    		}
    		construction  1
    		cost  200
    		settlement_min village
    		upgrades
    		{
    ;imperium ;and not building_present_min_level hinterland_loc1 a_italia
    		gov2 requires factions { romans_julii, } and not hidden_resource italy
    ;sociorum(18) ;and building_present_min_level hinterland_loc1 a_italia
    		gov6 requires factions { romans_julii, } and hidden_resource italy
    		gov6 requires factions { romans_julii, } and hidden_resource SW and hidden_resource B and hidden_resource y1 and hidden_resource n2 and hidden_resource y4 and hidden_resource y8 ;Trinakrie, Corieltauvae
    		gov6 requires factions { romans_julii, } and hidden_resource SW and hidden_resource B and hidden_resource n1 and hidden_resource n2 and hidden_resource y4 and hidden_resource y8 ;Sicilia
    		gov6 requires factions { romans_julii, } and hidden_resource SW and hidden_resource B and hidden_resource n1 and hidden_resource y2 and hidden_resource y4 and hidden_resource y8 ;Elimya
    		gov6 requires factions { romans_julii, } and hidden_resource SW and hidden_resource B and hidden_resource y1 and hidden_resource n2 and hidden_resource n4 and hidden_resource n8 ;Insubramrog
    		gov6 requires factions { romans_julii, } and hidden_resource SW and hidden_resource B and hidden_resource n1 and hidden_resource y2 and hidden_resource n4 and hidden_resource n8 ;Venetia
    		gov6 requires factions { romans_julii, } and hidden_resource SW and hidden_resource B and hidden_resource y1 and hidden_resource y2 and hidden_resource y4 and hidden_resource y8 ;Korsim
    		gov6 requires factions { romans_julii, } and hidden_resource SW and hidden_resource B and hidden_resource n1 and hidden_resource n2 and hidden_resource n4 and hidden_resource n8 ;Sardin
    ;sine suffragio(10)
    		gov7 requires factions { romans_julii, } and hidden_resource italy
    ;autonomous allied state
    		gov2 requires factions { egypt, }
    ;controlled allied state
    		gov3 requires factions { egypt, }
    ;hyparchy
    		gov4 requires factions { egypt, }
    ;allied territory
    		gov2 requires factions { epirus, }
    		gov2 requires factions { macedon, }
    ;controlled territory, garrisoned state
    		gov3 requires factions { epirus, }
    		gov3 requires factions { macedon, }
    ;semiautonomous satrapy
    		gov2 requires factions { thrace, }
    ;satrapy
    		gov2 requires factions { armenia, }
    ;allied kingdom
    		gov3 requires factions { armenia, }
    ;allied state
    		gov2 requires factions { pontus, }
    ;satrapy
    		gov3 requires factions { pontus, }
    ;3 allied tribes
    		gov2 requires factions { dacia, }
    		gov2 requires factions { germans, }
    		gov2 requires factions { spain, }
    		}
    	}
    	gov2 requires factions { romans_julii, egypt, epirus, macedon, thrace, armenia, pontus, dacia, germans, spain, } and not hidden_resource not_here
    	{
    		capability
    		{
    ;imperium
    		law_bonus bonus 1 requires factions { romans_julii, } and not hidden_resource italy
    		population_loyalty_bonus bonus -1 requires factions { romans_julii, } and not hidden_resource italy
    		taxable_income_bonus bonus 1 requires factions { romans_julii, } and not hidden_resource italy
    ;autonomous allied state
    		trade_base_income_bonus bonus 1 requires factions { egypt, }
    		recruits_exp_bonus bonus 1 requires factions { egypt, }
    ;allied territory
    		population_growth_bonus bonus 1 requires factions { epirus, macedon, }
    		population_loyalty_bonus bonus -1 requires factions { epirus, }
    		population_loyalty_bonus bonus -2 requires factions { macedon, }
    		trade_base_income_bonus bonus 1 requires factions { epirus, macedon, }
    		recruits_exp_bonus 1 requires factions { epirus, macedon, }
    ;semiautonomous satrapy
    		happiness_bonus bonus -1 requires factions { thrace, }
    		population_loyalty_bonus bonus -1 requires factions { thrace, }
    		trade_base_income_bonus bonus 1 requires factions { thrace, }
    		recruits_exp_bonus bonus 1 requires factions { thrace, }
    ;satrapy
    		law_bonus bonus -2 requires factions { armenia, }
    		taxable_income_bonus bonus 1 requires factions { armenia, }
    		recruits_morale_bonus bonus -1 requires factions { armenia, }
    ;allied state
    		population_loyalty_bonus bonus -2 requires factions { pontus, }
    		trade_base_income_bonus bonus 1 requires factions { pontus, }
    		recruits_exp_bonus bonus 1 requires factions { pontus, }
    		recruits_morale_bonus bonus -1 requires factions { pontus, }
    ;3 allied tribes
    		happiness_bonus bonus 1 requires factions { dacia, }
    		law_bonus bonus -1 requires factions { dacia, germans, spain, }
    		taxable_income_bonus bonus 2 requires factions { spain, }
    		trade_base_income_bonus bonus 1 requires factions { dacia, germans, }
    		recruits_exp_bonus bonus 1 requires factions { germans, spain, }
    		}
    		construction  2
    		cost  400
    		settlement_min town
    		upgrades
    		{
    		gov3 requires factions { romans_julii, } and not hidden_resource italy
    		gov4 requires factions { romans_julii, } and not hidden_resource italy
    		gov5 requires factions { romans_julii, } and not hidden_resource italy
    ;hyparchy
    		gov4 requires factions { egypt, } ;and hidden_resource
    ;military territory
    		gov4 requires factions { epirus, } ;and hidden_resource epirus
    ;satrapy
    		gov4 requires factions { macedon, } ;and hidden_resource alexander's empire
    ;allied state
    		gov3 requires factions { thrace, } ;and not hidden_resource thrace if
    		gov4 requires factions { thrace, } ;and hidden_resource thrace land
    ;royal satrapy
    		gov4 requires factions { armenia, } ;and hidden_resource armenia_home
    ;persian satrapy
    		gov4 requires factions { pontus, } ;and hidden_resource pontus
    ;3 client tribes
    		gov3 requires factions { dacia, }
    		gov3 requires factions { germans, }
    		gov3 requires factions { spain, }
    		}
    	}
    	gov3 requires factions { romans_julii, egypt, epirus, macedon, thrace, armenia, pontus, dacia, germans, spain, } and not hidden_resource not_here
    	{
    		capability
    		{
    ;libera (free state)
    		happiness_bonus bonus 1 requires factions { romans_julii, } and not hidden_resource italy
    		taxable_income_bonus bonus 2 requires factions { romans_julii, } and not hidden_resource italy
    		trade_base_income_bonus bonus 1 requires factions { romans_julii, } and not hidden_resource italy
    ;controlled allied state
    		happiness_bonus bonus -1 requires factions { egypt, }
    		taxable_income_bonus bonus 4 requires factions { egypt, }
    ;controlled territory
    		population_growth_bonus bonus 1 requires factions { epirus, }
    		happiness_bonus bonus -1 requires factions { epirus, }
    		taxable_income_bonus bonus 2 requires factions { epirus, }
    ;garrisoned state
    		happiness_bonus bonus -3 requires factions { macedon, }
    		law_bonus bonus 1 requires factions { macedon, }
    		population_loyalty_bonus bonus -1 requires factions { macedon, }
    		taxable_income_bonus bonus 3 requires factions { macedon, }
    		recruits_exp_bonus bonus 1 requires factions { macedon, }
    ;allied state
    		population_loyalty_bonus bonus -1 requires factions { thrace, }
    		taxable_income_bonus bonus 1 requires factions { thrace, }
    		trade_base_income_bonus bonus 1 requires factions { thrace, }
    		recruits_exp_bonus bonus 1 requires factions { thrace, }
    ;allied kingdom
    		trade_base_income_bonus bonus 2 requires factions { armenia, }
    		happiness_bonus bonus 1 requires factions { armenia, }
    		population_loyalty_bonus bonus -1 requires factions { armenia, }
    		recruits_exp_bonus bonus -2 requires factions { armenia, }
    ;satrapy
    		happiness_bonus bonus 1 requires factions { pontus, }
    		population_loyalty_bonus bonus -1 requires factions { pontus, }
    		trade_base_income_bonus bonus 1 requires factions { pontus, }
    		recruits_exp_bonus bonus 1 requires factions { pontus, }
    		recruits_morale_bonus bonus -1 requires factions { pontus, }
    ;3 client tribes
    		happiness_bonus bonus 1 requires factions { germans, spain, }
    		law_bonus bonus 1 requires factions { spain, }
    		taxable_income_bonus bonus 1 requires factions { dacia, germans, }
    		trade_base_income_bonus bonus -1 requires factions { spain, }
    		recruits_exp_bonus bonus 1 requires factions { dacia, germans, }
    		recruits_morale_bonus 1 requires factions { spain, }
    		}
    		construction  2
    		cost  400
    		settlement_min town
    		upgrades
    		{
    		gov8 requires factions { romans_julii, } and not hidden_resource italy
    ;hyparchy
    		gov4 requires factions { egypt, } ;and hidden_resource
    ;military territory
    		gov4 requires factions { epirus, } ;and hidden_resource epirus
    ;satrapy
    		gov4 requires factions { macedon, } ;and hidden_resource alexander's empire
    ;royal satrapy
    		gov4 requires factions { armenia, } ;and hidden_resource armenia_home
    ;persian satrapy
    		gov4 requires factions { pontus, } ;and hidden_resource pontus
    ;administration
    		gov4 requires factions { dacia, } ;and hidden_resource gaul home
    		gov4 requires factions { germans, } ;and hidden_resource gaul home
    		gov4 requires factions { spain, } ;and hidden_resource gaul home
    		}
    	}
    	gov4 requires factions { romans_julii, egypt, epirus, macedon, thrace, armenia, pontus, dacia, germans, spain, } and not hidden_resource not_here
    	{
    		capability
    		{
    ;stipendiaria (tributary state)
    		happiness_bonus bonus -1 requires factions { romans_julii, } and not hidden_resource italy
    		law_bonus bonus 1 requires factions { romans_julii, } and not hidden_resource italy
    		taxable_income_bonus bonus 5 requires factions { romans_julii, } and not hidden_resource italy
    ;hyparchy
    		law_bonus bonus 1 requires factions { egypt, } ;and hidden_resource
    		population_loyalty_bonus bonus 1 requires factions { egypt, } ;and hidden_resource
    		trade_base_income_bonus bonus 1 requires factions { egypt, } ;and hidden_resource
    		taxable_income_bonus bonus 1 requires factions { egypt, } ;and hidden_resource
    ;military territory
    		population_growth_bonus bonus -2 requires factions { epirus, }
    		happiness_bonus bonus -1 requires factions { epirus, }
    		taxable_income_bonus bonus 4 requires factions { epirus, }
    		recruits_exp_bonus bonus 1 requires factions { epirus, }
    ;satrapy
    		population_growth_bonus bonus -1 requires factions { macedon, }
    		taxable_income_bonus bonus 1 requires factions { macedon, }
    		population_loyalty_bonus bonus 1 requires factions { macedon, }
    		recruits_morale_bonus 1 requires factions { macedon, }
    ;satrapy
    		happiness_bonus bonus 1 requires factions { thrace, }
    		taxable_income_bonus bonus 2 requires factions { thrace, }
    		recruits_morale_bonus 1 requires factions { thrace, }
    ;royal satrapy
    		law_bonus bonus -1 requires factions { armenia, } ;and hidden_resource
    		population_loyalty_bonus bonus 1 requires factions { armenia, } ;and hidden_resource
    		taxable_income_bonus bonus 2 requires factions { armenia, } ;and hidden_resource
    ;persian satrapy
    		population_growth_bonus bonus -1 requires factions { pontus, }
    		population_loyalty_bonus bonus 1 requires factions { pontus, }
    		taxable_income_bonus bonus 1 requires factions { pontus, } ;and hidden_resource
    		recruits_morale_bonus bonus 1 requires factions { pontus, }
    ;3 administration
    		population_growth_bonus bonus -1 requires factions { dacia, }
    		happiness_bonus bonus 1 requires factions { germans, }
    		happiness_bonus bonus 2 requires factions { spain, }
    		law_bonus bonus 1 requires factions { dacia, germans, }
    		trade_base_income_bonus bonus -1 requires factions { germans, }
    		trade_base_income_bonus bonus -2 requires factions { spain, }
    		recruits_exp_bonus bonus 1 requires factions { dacia, }
    		recruits_morale_bonus 1 requires factions { germans, spain, }
    		}
    		construction  4
    		cost  1000
    		settlement_min town
    		upgrades
    		{
    		gov8 requires factions { romans_julii, } and not hidden_resource italy
    ;nomarchy
    		gov5 requires factions { egypt, } ;and hidden_resource
    ;hegemonia
    		gov5 requires factions { epirus, } ;and hidden_resource
    ;hegemonia
    		gov5 requires factions { macedon, } ;and hidden_resource
    ;hegemonia
    		gov5 requires factions { thrace, } ;and hidden_resource
    ;royal kingdom
    		gov5 requires factions { armenia, } ;and hidden_resource armenia_royal
    ;royal territory
    		gov5 requires factions { pontus, } ;and hidden_resource pontus_home
    ;king's tribe
    		gov5 requires factions { dacia, germans, spain, } ;and hidden_resource gaul home
    		gov5 requires factions { germans, } ;and hidden_resource gaul home
    		gov5 requires factions { spain, } ;and hidden_resource gaul home
    		}
    	}
    	gov5 requires factions { romans_julii, egypt, epirus, macedon, thrace, armenia, pontus, dacia, germans, spain, } and not hidden_resource not_here
    	{
    		capability
    		{
    ;foederata (allied state)
    		happiness_bonus bonus 1 requires factions { romans_julii, } and not hidden_resource italy
    		law_bonus bonus 1 requires factions { romans_julii, } and not hidden_resource italy
    		taxable_income_bonus bonus 3 requires factions { romans_julii, } and not hidden_resource italy
    ;nomarchy
    		population_growth_bonus bonus -2 requires factions { egypt, } ;and hidden_resource
    		law_bonus bonus 1 requires factions { egypt, } ;and hidden_resource
    		taxable_income_bonus bonus 3 requires factions { egypt, } ;and hidden_resource
    		trade_base_income_bonus bonus 2 requires factions { egypt, } ;and hidden_resource
    		recruits_exp_bonus 1 requires factions { egypt, } ;and hidden_resource
    ;hegemonia
    		population_growth_bonus bonus -1 requires factions { epirus, }
    		happiness_bonus bonus 1 requires factions { epirus, }
    		population_loyalty_bonus bonus 1 requires factions { epirus, }
    		taxable_income_bonus bonus 7 requires factions { epirus, }
    		recruits_morale_bonus bonus 2 requires factions { epirus, }
    ;hegemonia
    		happiness_bonus bonus 1 requires factions { macedon, }
    		law_bonus bonus 1 requires factions { macedon, }
    		population_loyalty_bonus bonus 1 requires factions { macedon, }
    		taxable_income_bonus bonus -3 requires factions { macedon, }
    		recruits_exp_bonus bonus 1 requires factions { macedon, }
    		recruits_morale_bonus bonus 1 requires factions { macedon, }
    ;hegemonia
    		religious_belief zoroastrian 1 requires factions { thrace, } ;and hidden_resource
    		trade_base_income_bonus bonus 2 requires factions { thrace, } ;and hidden_resource
    		recruits_exp_bonus 1 requires factions { thrace, } ;and hidden_resource
    ;royal kingdom
    		population_growth_bonus bonus -1 requires factions { armenia, } ;and hidden_resource
    		law_bonus bonus 1 requires factions { armenia, } ;and hidden_resource
    		population_loyalty_bonus bonus 1 requires factions { armenia, } ;and hidden_resource
    		taxable_income_bonus bonus 3 requires factions { armenia, } ;and hidden_resource
    		recruits_morale_bonus bonus 1 requires factions { armenia, } ;and hidden_resource
    ;royal territory
    		population_growth_bonus bonus -2 requires factions { pontus, }
    		population_loyalty_bonus bonus 2 requires factions { pontus, }
    		taxable_income_bonus bonus 3 requires factions { pontus, } ;and hidden_resource
    		recruits_morale_bonus bonus 1 requires factions { pontus, }
    ;king's tribe
    		happiness_bonus bonus 1 requires factions { dacia, }
    		trade_base_income_bonus bonus 1 requires factions { dacia, }
    		law_bonus bonus 1 requires factions { dacia, }
    		recruits_morale_bonus 1 requires factions { dacia, }
    		trade_base_income_bonus bonus 1 requires factions { germans, }
    		construction_cost_bonus_other bonus 1 requires factions { germans, }
    		construction_cost_bonus_military bonus 1 requires factions { germans, }
    		population_loyalty_bonus bonus 1 requires factions { germans, }
    		recruits_morale_bonus 1 requires factions { germans, }
    		trade_base_income_bonus bonus 1 requires factions { spain, }
    		construction_cost_bonus_religious bonus 2 requires factions { spain, }
    		construction_cost_bonus_military bonus 2 requires factions { spain, }
    		recruits_morale_bonus 1 requires factions { spain, }
    		}
    		construction  5
    		cost  2000
    		settlement_min town
    		upgrades
    		{
    ;military administration
    		gov6 requires factions { pontus, } ;and hidden_resource pontus_home
    		gov8 requires factions { romans_julii, } and not hidden_resource italy
    		}
    	}
    ;(1)Xromans_julii, egypt, epirus, macedon, thrace, armenia, pontus, dacia, germans, spain,
    	gov6 requires factions { romans_julii, } and not hidden_resource not_here
    	{
    		capability
    		{
    ;sociorum (allied states)
    		religious_belief christianity 1 requires factions { romans_julii, }
    		happiness_bonus bonus 1 requires factions { romans_julii, }
    		taxable_income_bonus bonus 3 requires factions { romans_julii, }
    		}
    		construction  4
    		cost  500
    		settlement_min town
    		upgrades
    		{
    		gov8 requires factions { romans_julii, }
    		}
    	}
    	gov7 requires factions { romans_julii, } and not hidden_resource not_here
    	{
    		capability
    		{
    ;sine suffragio (romanized states)
    		religious_belief christianity 1 requires factions { romans_julii, }
    		happiness_bonus bonus 1 requires factions { romans_julii, }
    		law_bonus bonus 1 requires factions { romans_julii, }
    		taxable_income_bonus bonus 3 requires factions { romans_julii, }
    		}
    		construction  5
    		cost  1000
    		settlement_min town
    		upgrades
    		{
    		gov8 requires factions { romans_julii, }
    		}
    	}
    	gov8 requires factions { romans_julii, } and not hidden_resource not_here
    	{
    		capability
    		{
    ;romana (citizenship)
    		religious_belief christianity 1 requires factions { romans_julii, }
    		happiness_bonus bonus 2 requires factions { romans_julii, }
    		law_bonus bonus 1 requires factions { romans_julii, }
    		taxable_income_bonus bonus 5 requires factions { romans_julii, }
    		}
    		construction  6
    		cost  2000
    		settlement_min city
    		upgrades
    		{
    		}
    	}
    	}
    plugins
    {
    }
    }
    According to the above codes, specifically for gov2, gov6 and gov7, the building options will be present as long as the hidden_resources stated in the upgrade options match the logic.
    For instance, in the region Insubramrog, hidden resource SW, B, n1, y2, n4, n8 is present, but hidden resource italy is absent, so 2 upgrade options gov2 and gov6 is present. Locations with hidden resource italy also has 2 upgrade options gov6 and gov7.

    Code:
    Upgrade options for gov1 building in EXPORT_DESCR_BUILDINGS.TXT:
    		gov2 requires factions { romans_julii, } and not hidden_resource italy
    ;Insubramrog
    		gov6 requires factions { romans_julii, } and hidden_resource SW and hidden_resource B and hidden_resource n1 and hidden_resource y2 and hidden_resource n4 and hidden_resource n8 
    		gov7 requires factions { romans_julii, } and hidden_resource italy
    
    Respective region in DESCR_REGIONS.TXT:
    Insubramrog
           Mediolanum
           gauls
           Insubre
           221 232 41
           river, SW, B, y1, n2, n4, n8
           5
           2
    	christianity 10 pagan 90 zoroastrian 0

    Regrettably, the codes within the upgrade options as shown below do not work:
    Code:
    ;gov1 building ...
    		upgrades
    		{
    		gov2 requires factions { romans_julii, } and not building_present_min_level hinterland_loc1 a_italia ;The intention was to use buildings as a requirement and not hidden resource italy
    		gov6 requires factions { romans_julii, } and building_present_min_level hinterland_loc1 a_italia
    		}
    The building option for gov1 will definitely be present, but the game will immediately CTD in the turn when gov1 is completed. That means, I never even get to see whether gov2 and gov6 are buildable options in the correct regions because the game just CTD once it reaches the start of the turn.

  3. #3
    Axebitten Modder Senior Member Dol Guldur's Avatar
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    England
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    Default Re: The Complete EDB Guide - discussion

    Before I proceed with the findings, I have 1 question: Dol Guldur, what do u mean by testing it both ways?
    I meant that sometimes it will appear that an added condition is being parsed as true when in fact it is simply being ignored, so it should be tested the other way (usually by putting something in that you know is false or just plain nonsense to see if it reports an error or CTDs etc).

    You've probably done this by now - I, like you, and too stretched to even look at this right now but I am sure others will at some point.

    I do have a vague recollection that I had tried conditionals on the upgrade lines some years ago (probably under an early version of RTW) but cannot remember the result. Obviously, if I had got it to work I would have mentioned it. Maybe I did it wrong, looked at the results incorrectly or maybe that version was not as flexible - Thanks for exploring and testing!

    I hope someone can confirm your findings soon!
    "One of the most sophisticated Total War mods ever developed..."

  4. #4

    Default Re: The Complete EDB Guide - discussion

    Great find!

    I'm surely going to test this... It adds so much more options when designing rather complex building trees :)

    (I'll let you all know if I find something interesting (working/not working/limited working))

    Thanks!!

    RTR VII Developer

  5. #5

    Thumbs up Re: The Complete EDB Guide - discussion

    (sorry for not just editing my previous post, but I can't find how to do that :P)

    I just tested the upgrade requirements with the walls building tree.

    I tested:

    requires factions { rome_republic, }
    Worked as expected
    - Only Rome can upgrade walls

    requires hidden_resource not_used
    Worked as expected
    - Walls can't be upgraded (no region has this HR)

    requires hidden_resource rome
    Worked as expected
    - Walls can only be upgraded in the city Roma

    requires not hidden_resource italy
    Worked as expected
    - Walls can only be upgraded outside of Italy

    requires building_present_min_level core_building governors_palace
    Worked as expected
    - Only cities with a core building "Governors Palace" and higher can upgrade the walls

    :)

    RTR VII Developer

  6. #6

    Default Re: The Complete EDB Guide - discussion

    Did you get an error message on exit?

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  7. #7

    Default Re: The Complete EDB Guide - discussion

    Quote Originally Posted by Aradan View Post
    Did you get an error message on exit?
    Nope.

    I also haven't tried yet to get one...

    However when experimenting a bit further, I did get a "gap in building tree prior to blabla"-error. And it surely came from the upgrade requirement. Meaning that the requirement does not get ignored. :)

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    Thanks :)

    RTR VII Developer

  8. #8
    Anything that isn't 'member' Member Squid's Avatar
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    Default Re: The Complete EDB Guide - discussion

    Quote Originally Posted by PatricianS View Post
    requires building_present_min_level core_building governors_palace
    Worked as expected
    - Only cities with a core building "Governors Palace" and higher can upgrade the walls
    Have you actually tried to build the building with this requirement on the upgrade line? It was reported earlier that this caused a CTD as soon as the building was built (not when adding it to the queue) and that it did appear in the building lists correctly.

    Have you actually tried to build the actual buildings, for all of your tests, and not just see if they appear in the building scroll correctly?

    -Trait/Ancillary/Building Editor

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  9. #9

    Default Re: The Complete EDB Guide - discussion

    Quote Originally Posted by Squid View Post
    Have you actually tried to build the building with this requirement on the upgrade line? It was reported earlier that this caused a CTD as soon as the building was built (not when adding it to the queue) and that it did appear in the building lists correctly.

    Have you actually tried to build the actual buildings, for all of your tests, and not just see if they appear in the building scroll correctly?
    I'm not sure anymore about the tests, but the tree below does work for sure (using process_cq)

    Spoiler Alert, click show to read: 
    Code:
    building hinterland_roads
    {
        levels roads paved_roads highways paved_roads_mini highways_mini
        {
            roads
            {
                capability
                {
                    road_level 0
                }
                construction  2
                cost  1600
                settlement_min village
                upgrades
                {
                    paved_roads
    				paved_roads_mini requires not building_present_min_level hinterland_settlement_id id_1
                }
            }
            paved_roads
            {
                capability
                {
                    road_level 1
                }
                construction  4
                cost  4800
                settlement_min city
                upgrades
                {
    			    highways
                }
            }
            highways
            {
                capability
                {
                    road_level 2
                }
                construction  4
                cost  6800
                settlement_min city
                upgrades
                {
                }
            }
            paved_roads_mini
            {
                capability
                {
                    road_level 1
                }
                construction  10
                cost  4800
                settlement_min village
                upgrades
                {
    				highways_mini requires not building_present_min_level hinterland_settlement_id id_1
                }
            }
            highways_mini
            {
                capability
                {
                    road_level 2
                }
                construction  14
                cost  6800
                settlement_min village
                upgrades
                {
                }
            }
        }
        plugins
        {
        }
    }


    Like I said, I did this with process_cq, so I hope that doesn't change anything... I would have to test it again to be sure.

    RTR VII Developer

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