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    Default Re: The Complete EDB Guide - discussion

    Quote Originally Posted by CaesarVincens View Post
    I haven't done any testing with using requirements in both the upgrade line and building line. My thought is that it might mess things up, otherwise if more generic requirements are used it might work. Let me know if you've tested it and anything is contrary to my thoughts. I like using a dummy building in another line so it shows up in the browser. I'll do some testing with that and see what I can get done.
    It's amazing to think that RTW has been out for so long an this is still very new information!
    I just realized that I never tested the validity (regarding building logic/whether the building is actually buildable) of my code before posting the double requirements in both upgrade and building lines. This is mainly because I worked solely on the upgrade lines previously until I read your post regarding the building browser and then I realized a big disadvantage with it. So I just transferred all building_present requirements to the building_lines, leaving hidden_resource in upgrade lines, but I failed to test it logically although I only checked the building browser because I was "focusing" on it.

    Hence, I did a single, quick and simple test, =D. Not rigorous, but the result is reassuring so I will just "accept" that it works while I continue modding...

    ;...usual codes
    upgrades
    {
    building_name requires hidden_resource rome
    }
    }
    building_name requires factions { romans_julii, } and building_present_min_level core_building proconsuls_palace
    {
    ;...usual codes

    The building will only be buildable at places with hidden_resource rome, BUT the building will also be available in building browsers of all cities (regardless of availability of hidden_resource rome) although it cannot be built.

    Quote Originally Posted by CaesarVincens View Post
    A dummy hidden resource would prevent the building from showing up unless there is an alternate requirement, even a negative one. However, it will maintain the illusion that any faction could build that level and prevent the gap error.
    This seems to be some "exceptions" especially when factions { all, } is used throughout the building lines, I am not sure why. I have posted the roads as an example, and all the roads happen to appear on the browser except for highways2, which happens not to have factions { all, } attached to the upgrade or building lines.

    Spoiler Alert, click show to read: 
    Code:
    building hinterland_roads
    {
    levels roads paved_roads highways roads1 roads2 highways2
    {
    roads requires factions { all, }
    {
     capability
     {
     road_level 0
     }
     construction  1
     cost  1200
     settlement_min town
     upgrades
     {
    ; paved_roads requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, armenia, pontus, britons, dacia, gauls, germans, romans_brutii, romans_scipii, spain, parthia, slave, }
    ; roads1 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, armenia, pontus, britons, dacia, gauls, germans, romans_brutii, romans_scipii, spain, parthia, slave, } and hidden_resource sc or hidden_resource yu
    ; roads1 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, armenia, pontus, britons, dacia, gauls, germans, romans_brutii, romans_scipii, spain, parthia, slave, } and not hidden_resource sc and not hidden_resource yu
    ; roads1 requires factions { scythia, numidia, }
    ;to test
     paved_roads requires factions { romans_julii, } and hidden_resource rome
     paved_roads requires factions { all, } and hidden_resource not_here
     }
    }
    ;to try
    paved_roads requires factions { all, } and building_present_min_level core_building proconsuls_palace
    {
     capability
     {
     road_level 1
     }
     construction  3
     cost  2400
     settlement_min large_town
     upgrades
     {
    ;(11)civ
     highways requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, pontus, armenia, parthia, }
     roads2 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, pontus, armenia, parthia, } and building_present_min_level core_building imperial_palace and building_present_min_level market forum
    ;(7)barb civ
     highways requires factions { britons, dacia, spain, } and building_present_min_level core_building imperial_palace
     highways requires factions { germans, } and building_present_min_level agee agee3
     highways requires factions { romans_brutii, } and building_present_min_level agee agee4
     highways requires factions { gauls, romans_scipii, } and building_present_min_level agee agee6
     roads2 requires factions { britons, dacia, germans, gauls, romans_brutii, romans_scipii, spain, } and building_present_min_level core_building imperial_palace and building_present_min_level market forum
     highways requires factions { all, } and hidden_resource not_here
    ;(2)nomad
     roads2 requires factions { scythia, numidia, } and building_present_min_level core_building imperial_palace
     highways requires factions { all, } and hidden_resource not_here
     }
    }
    highways requires factions { all, }
    {
     capability
     {
     road_level 2
     }
     construction  4
     cost  4800
     settlement_min city
     upgrades
     {
     highways2 requires factions { romans_julii, } and not hidden_resource sc and not hidden_resource yu and not hidden_resource desert
     roads1 requires factions { all, } and hidden_resource not_here
     }
    }
    roads1 requires factions { all, } and resource copper or resource iron or resource lead or resource tin or resource gold or resource silver or resource amber or resource incense or resource wine or resource marble or resource grain or resource silk
    {
     capability
     {
     road_level 1
     }
     construction  9
     cost  1200
     settlement_min city
     upgrades
     {
    ;(11)civ
     roads2 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, pontus, armenia, parthia, }
    ;(7)barb civ
     roads2 requires factions { britons, dacia, spain, } and building_present_min_level core_building imperial_palace
     roads2 requires factions { germans, } and building_present_min_level agee agee3
     roads2 requires factions { germans, } and building_present_min_level core_building imperial_palace and building_present_min_level market forum and not building_present_min_level agee agee3
     roads2 requires factions { romans_brutii, } and building_present_min_level agee agee4
     roads2 requires factions { romans_brutii, } and building_present_min_level core_building imperial_palace and building_present_min_level market forum and not building_present_min_level agee agee4
     roads2 requires factions { gauls, romans_scipii, } and building_present_min_level agee agee6
     roads2 requires factions { gauls, romans_scipii, } and building_present_min_level core_building imperial_palace and building_present_min_level market forum and not building_present_min_level agee agee6
    ;(2)nomad
     roads2 requires factions { scythia, numidia, } and building_present_min_level core_building imperial_palace and building_present_min_level market nomadforum and building_present_min_level health doctor
     roads2 requires factions { all, } and hidden_resource not_here
     }
    }
    roads2 requires factions { all, } and resource copper or resource iron or resource lead or resource tin or resource gold or resource silver or resource amber or resource incense or resource wine or resource marble or resource grain or resource silk
    {
     capability
     {
     road_level 2
     }
     construction  12
     cost  2400
     settlement_min large_city
     upgrades
     {
     highways2 requires factions { romans_julii, } and not hidden_resource sc and not hidden_resource yu and not hidden_resource desert
     }
    }
    highways2 requires factions { romans_julii, } and building_present_min_level market forum and building_present_min_level academic ludus_magnus and building_present_min_level age age6
    {
     capability
     {
     road_level 3
     }
     construction  8
     cost  9600
     settlement_min huge_city
     upgrades
     {
     }
    }
    }
    plugins
    {
    }
    }


    I have some questions:
    1) Regarding road_level, I used road_level 3 and it "works" although there is no visible effects (i.e. road does not change) and there is no error reported - has anyone encountered an error or a use for road_level 3 before?
    2) There is also no bonus in trade or income whenever road is upgraded (i.e. road_level 1 to road_level 2, is that just my game acting wierd or its the norm?
    3) According to the guide:
    Trade_fleet, mine_resource, road_level, and the games, races and the four defensive effects carry no stand-alone "bonus" in the EDB file.
    what is the meaning of no stand-alone bonus? Does it mean that trade_fleet bonus 1 is a faulty or ineffective code?
    Last edited by lim_lucky; 08-08-2009 at 05:28.

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