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  1. #1

    Default Re: The Complete EDB Guide - discussion

    Quote Originally Posted by PatricianS View Post
    Hehe - I actually use the exact same trick :P

    I've had loads of problems with that annoying gap error... For some trees we even had to add counter HR (like requires HR not_indo_european instead of requires not HR indo_european), Obviousy this is such a shame of all those extra HRs that get lost because of this... this (in my case) "not_used" HR simply opens up a whole new world... Allowing the most complex trees without EDB starting to complain :D

    Oh btw, you can make it look a bit more easy by simply using:
    upgrades
    {
    won1_god2 requires factions { all, } and hidden_resource not_here
    }

    :)


    Sorry... can't help you here...
    Thanks for the reply, I suppose I just have to hold on and search for threads on population_loyalty_bonus...

    Hmm, are you referring to using the same trick to prevent prevent culture break or building gap error? Regardless of which, since you're already using the upgrades, I suppose you're solving the culture break issue IF the main building levels did not use not conditions.

    Btw, I'm curious as to why counter HR has to be used, could you share the basis behind such a procedure because I may encounter such a situation later.

    Also the reason why I didn't use all was because the first building level did not use { all, } (missed out some factions), so I simply used those factions as it was logically sound and that I was afraid there would be errors if I added more factions below that might result it building gap error. In short, I would like to ask whether using { all, } is stable since the first building level did not include all the factions. I deliberately omitted certain factions because I did not even want them to build the first structure, because I did not want to use not conditions in the first building level to break the culture and cause description and graphics display to screw up.

  2. #2

    Default Re: The Complete EDB Guide - discussion

    Quote Originally Posted by lim_lucky View Post
    Thanks for the reply, I suppose I just have to hold on and search for threads on population_loyalty_bonus...

    Hmm, are you referring to using the same trick to prevent prevent culture break or building gap error? Regardless of which, since you're already using the upgrades, I suppose you're solving the culture break issue IF the main building levels did not use not conditions.
    I only used it for the gap error...

    Quote Originally Posted by lim_lucky View Post
    Btw, I'm curious as to why counter HR has to be used, could you share the basis behind such a procedure because I may encounter such a situation later.
    Here is the tree for which I had to use it: (I stripped all bonuses to make it read more easy)
    Code:
    building keltoi_govt
    {
        levels kelt_govt_1 kelt_govt_2 kelt_govt_3 kelt_govt_4 kelt_govt_5 kelt_govt_6 kelt_govt_7 kelt_govt_8 kelt_govt_9
        {
            ; Military Administartion
            kelt_govt_1 requires factions { gauls, } and building_present_min_level hinterland_settlement_id id_1
            {
                capability
                {
                    ;bla
                }
                construction 1
                cost 400
                settlement_min village
                upgrades
                {
                    kelt_govt_2
                    kelt_govt_3
                    kelt_govt_4
                }
            }
            kelt_govt_2 requires factions { gauls, } and hidden_resource not_indo_european
            {
                capability
                {
                    ;bla
                }
                construction 12
                cost 3200
                settlement_min town
                upgrades
                {
                    kelt_govt_5
                }
            }
            kelt_govt_3 requires factions { gauls, } and hidden_resource indo_european
            {
                capability
                {
                    ;bla
                }
                construction 6
                cost 2400
                settlement_min town
                upgrades
                {
                    kelt_govt_6
                }
            }
            kelt_govt_4 requires factions { gauls, } and hidden_resource indo_european or hidden_resource not_indo_european
            {
                capability
                {
                    ;bla
                }
                construction 4
                cost 1600
                settlement_min town
                upgrades
                {
                }
            }
            kelt_govt_5 requires factions { gauls, } and hidden_resource not_indo_european
            {
                capability
                {
                    ;bla
                }
                construction 12
                cost 3600
                settlement_min town
                upgrades
                {
                    kelt_govt_6
                }
            }
            kelt_govt_6 requires factions { gauls, }
            {
                capability
                {
                    ;bla
                }
                construction 12
                cost 4800
                settlement_min town
                upgrades
                {
                    kelt_govt_7
                }
            }
            kelt_govt_7 requires factions { gauls, }
            {
                capability
                {
                     ;bla
                }
                construction 12
                cost 4800
                settlement_min town
                upgrades
                {
                    kelt_govt_8
                    kelt_govt_9
                }
            }
            ; Keltoi Provincial Capital
            kelt_govt_8 requires factions { gauls, } and hidden_resource provincial_capital
            {
                capability
                {
                     ;bla
                }
                construction 6
                cost 4000
                settlement_min town
                upgrades
                {
                    kelt_govt_9
                }
            }
            ; Keltoi Capital - Council of Druids
            kelt_govt_9 requires factions { gauls, } and hidden_resource capital and hidden_resource italy and hidden_resource aor_gaul
            {
                capability
                {
                     ;bla
                }
                faction_capability
                {
                    ; moved to NCR
                }
                construction 16
                cost 6400
                settlement_min town
                upgrades
                {
                }
            }
        }
    }
    Here for some of the lower levels, I had to use "requires not HR indo_european". But if you use this is the first buildings, then you HAVE to use it in all levels that come after it or you will get the gap error. So I had to add an HR called "not_indo_european" to all region that don't have the original indo_european HR. So if you then use "requires HR not_indo_european", it is as if you use "requires not HR indo_european". (I learned this trick from Aradan)

    However, now it appears to be possible to use requirements in the upgrades section of a building, this trick is no longer needed. Because you can make all levels available to the eyes of EDB, without being able to build it, by using the not_used HR.

    A problem is that you can't use upgrade requirements for the first level in a tree. So if you want to use "requires not HR blabla" for the first level, you might still have to use this counter HR :)

    Quote Originally Posted by lim_lucky View Post
    Also the reason why I didn't use all was because the first building level did not use { all, } (missed out some factions), so I simply used those factions as it was logically sound and that I was afraid there would be errors if I added more factions below that might result it building gap error. In short, I would like to ask whether using { all, } is stable since the first building level did not include all the factions. I deliberately omitted certain factions because I did not even want them to build the first structure, because I did not want to use not conditions in the first building level to break the culture and cause description and graphics display to screw up.
    Ah ok... I thought you had listed every single faction... In this case I wouldn't know if you can use { all, }... But I have in such occasions done the same as you with simply listing the factions you want listed.

    RTR VII Developer

  3. #3

    Default Re: The Complete EDB Guide - discussion

    Quote Originally Posted by PatricianS View Post
    However, now it appears to be possible to use requirements in the upgrades section of a building, this trick is no longer needed. Because you can make all levels available to the eyes of EDB, without being able to build it, by using the not_used HR.

    A problem is that you can't use upgrade requirements for the first level in a tree. So if you want to use "requires not HR blabla" for the first level, you might still have to use this counter HR :)
    Thanks! I just thought of how I could apply this to my mod especially for the first level in a building tree as you had mentioned.

  4. #4
    Axebitten Modder Senior Member Dol Guldur's Avatar
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    Default Re: The Complete EDB Guide - discussion

    Glad to see research and testing still being done.

    In reference to the BCs (building conditionals) on capability lines, the problem is well known. In the case of recruitment capability lines it should not, of course, be used. I believe BCs are really only intended for the building itself. The CTDs with capabilities, recruitments and BCs are discussed somewhere - earlier in this thread I think.

    However, you can use "hidden buildings" to mask them when correctly set up. This is where you create a graphic that covers the whole scroll. You can see these buildings in every region of FATW for example.
    "One of the most sophisticated Total War mods ever developed..."

  5. #5

    Default Re: The Complete EDB Guide - discussion

    Using the code you want then the code "or hidden_resource not_used (orwhatever your non-existant resource is called) should fix the gap.

    So if you had a building for Gaul that you don't want them to build in Italy it would be like this (for the first level):

    building requires not hidden_resource italia and factions { gauls, } or factions { gauls, } and hidden_resource not_used

    this might also work:
    building requires factions { gauls, } and not hidden_resource italia or hidden_resource not_used

    Also, there is at least one (released) mod which uses the new method to actual effect: Diadochi: Total War. The new method allows a building to have three distinct requirements whereas only two would have been possible under conventional coding.

    Strangely though, the building doesn't show up in the building browser except for the first group.

    Expand your borders, a mod based on XGM 5.

  6. #6
    Axebitten Modder Senior Member Dol Guldur's Avatar
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    Default Re: The Complete EDB Guide - discussion

    You should not use "not" in the building requirements as it will block it from appearing in the building browser (and all subsequent levels).

    When I "branched" back in FATW I believe I set all the relevant levels to the same settlement-level so that the building browser presented something visually organized. I dislike it when mods have BBs messed up ;)

    I'm not sure of the dynamics when the upgrades lines are used. My feeling has always been that if it does not display correctly in the BB then there might be some problem down the road - and certainly it's not much use to the player.
    "One of the most sophisticated Total War mods ever developed..."

  7. #7

    Default Re: The Complete EDB Guide - discussion

    Quote Originally Posted by Dol Guldur View Post
    You should not use "not" in the building requirements as it will block it from appearing in the building browser (and all subsequent levels).

    When I "branched" back in FATW I believe I set all the relevant levels to the same settlement-level so that the building browser presented something visually organized. I dislike it when mods have BBs messed up ;)

    I'm not sure of the dynamics when the upgrades lines are used. My feeling has always been that if it does not display correctly in the BB then there might be some problem down the road - and certainly it's not much use to the player.
    I see, now that you mention it I think I remember reading that before. I though it only applied to building_present(_min_level) requirements, right?

    Well in their case (DTW's), there isn't really a way around it. They have culturally specific barracks, one for Roman, Greek, Eastern, and Barbarian each. Egypt and Thrace both have access to the Greek barracks, but also the Eastern and Barbarian barracks respectively. However, it is coded so that they cannot build each type in the same settlement. If you have suggestions as to a way around this they would be glad to have a fix.

    Expand your borders, a mod based on XGM 5.

  8. #8
    Axebitten Modder Senior Member Dol Guldur's Avatar
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    Default Re: The Complete EDB Guide - discussion

    Quote Originally Posted by CaesarVincens View Post
    I see, now that you mention it I think I remember reading that before. I though it only applied to building_present(_min_level) requirements, right?
    No, it refers to HRs too hence the use of such names as "not_here"
    "One of the most sophisticated Total War mods ever developed..."

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