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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

    I am not sure if I have tested recruitment in the faction-wide section; nor do I see a need for it. What you are doing can be done through building the appropriate level of building in each settlement, and would only take one line of code under the normal (settlement-wide) capability.

    If you want to make a certain unit available in all regions when you capture a certain building in a specific region then there is no need to place any further requirements. The unit should become available regardless of the buildings in any settlement - and, besides, telling the game to look for a certain level of building may be causing the CTD : where does it look, after all?

    Perhaps you could let me know what you are trying to acheive?
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  2. #2
    CeltiberoRamiroI Member Monkwarrior's Avatar
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    Default Re: The Complete EDB Guide - discussion

    Thinking about this question, I wonder if we could use this type of faction_capability as a sort of "Marius reform". I'll try to explain myself.

    This would be a point of development reached by the faction, not the settlement.
    For example, if Carthage builds an imperial_palace, this would be the "signal" to recruit more advanced troops in all the carthaginian settlements. The objective would be then to simulate different eras in the game, depending not on the date but on the development degree.

    I don't know if this is possible, but it would be wonderful. Any idea?

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

    Oh yes, I have tested something similar. I assigned a unique hidden resource to a region. When it's settlement is captured the faction_capability (listed in the core building) triggers the availability of a certain military unit to all of the faction's settlements. It definitely works.

    You see, resources can be tested for.
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  4. #4
    is not a senior Member Meneldil's Avatar
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    Default Re : The Complete EDB Guide - discussion

    How exactly does that work ? I haven't really looked into buildings editing and don't really understand

  5. #5

    Default Re: Re : The Complete EDB Guide - discussion

    the thing im trying to simulate is a reform of sort just like monkwarrior said, but i want to limit the building of the new units using buildings, for example if i use hidden resources every province will be able to train the new units even the ones that dont have any military buildings, so i want to put the barracks as a requirement.
    im not sure if im being very clear, if still dont understand than my english sucks more than i thought

    dark89

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

    I believe I am correct in saying that everything you put in that line of code simply fulfills a purpose of testing whether or not the faction-wide bonus will be applied or not. There is no in between. It is either applied globally or it is not applied at all.
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  7. #7

    Default Re: The Complete EDB Guide - discussion

    thanks for the answer, while it sucks its better to know.

    dark89

  8. #8

    Default Re: The Complete EDB Guide - discussion

    Bump!

    What I might think is one of the most important threads on RTW modding (discussion thread that is) needs some spect!

    A question or two that may or may not get answered - they're sort of specific:

    -Is not having any capabilities (bonuses or recruitment) for a complex level going to cause a problem? Anyone ever had a problem and directly traced it to this?

    -At the end of each building complex you find this:
    upgrades
    {
    }
    }
    }
    plugins
    {
    }
    }
    The question is - is this part
    plugins
    {
    }
    really necessary? Will it cause problems if it's not there?

  9. #9

    Default Re: The Complete EDB Guide - discussion

    I am currently modding my own version of RTW and I am using the ALEXANDER engine, not RTW or BI. I am not 100% sure that this has not been posted, but it is not in the EDB guide so I decided to post what I found:

    under the upgrades:

    building government
    {
    levels gov1 gov2 gov3 gov4 gov5 gov6 gov7 gov8
    {
    gov1 requires factions { ... } ;(1)
    {
    capability
    {
    ...
    }
    construction 1
    cost 200
    settlement_min village
    upgrades
    {
    gov2 requires factions { romans_julii, } and not hidden_resource italy
    gov6 requires factions { romans_julii, } and hidden_resource italy
    gov7 requires factions { romans_julii, } and hidden_resource italy
    gov2 requires factions { carthage, } ;and hidden_resource
    gov2 requires factions { egypt, } ;and hidden_resource
    gov3 requires factions { egypt, } ;and hidden_resource
    gov4 requires factions { egypt, } ;and hidden_resource
    gov2 requires factions { armenia, } ;and hidden_resource
    gov3 requires factions { armenia, } ;and hidden_resource
    }
    }
    ;...
    gov2 requires factions { ... } ;(2)NOTICE no requirements
    ;...
    }

    When I tried this out in the game, the gov2, 6 and 7 buildings for romans_julii was only present in places with the hidden resources as specified even though the gov2, 6, 7 buildings DID not have any requirements tied to it - refer to (2).

    This opened up a lot of possibilities for me because I was no longer restricted to doing the usual building requirements in the opening statement - refer to (1) which did not allow complex conditions.

    I have not tested whether there will be a CTD, but it seems to run fine for a few turns of testing. However, there is draw back as the game always report an error only upon quitting, which is harmless from my point of view.

    I have yet to try this out, but I plan to use such a function to create the following upgrade statements based on hidden resources which will define specific regions:

    e.g.
    upgrades
    {
    upgrade1 requires factions { romans_julii, } and hidden_resource 1 and hidden_resource 2
    upgrade2 requires factions { romans_julii, } and hidden_resource 2 and hidden_resource 3
    upgrade3 requires factions { romans_julii, } and hidden_resource 4 and hidden_resource 5
    upgrade4 requires factions { romans_julii, } and hidden_resource 6 and hidden_resource 7
    upgrade5 requires factions { romans_julii, } and hidden_resource 1 and hidden_resource 9
    ;... etc.
    }

  10. #10

    Default Re: The Complete EDB Guide - discussion

    Could you explain what you mean by - "building requires x and not hidden_resource y" would not show up in the building browser, but "building requires x and hidden_resource dummyHR or not hidden_resource y" would show up. - I'm wondering what x is, is it a building / HR?

  11. #11

    Default Re: The Complete EDB Guide - discussion

    Quote Originally Posted by Dol Guldur
    Oh yes, I have tested something similar. I assigned a unique hidden resource to a region. When it's settlement is captured the faction_capability (listed in the core building) triggers the availability of a certain military unit to all of the faction's settlements. It definitely works.

    You see, resources can be tested for.
    I'm interested in this, can you give us an example of it in action?
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  12. #12
    Member Member Stuie's Avatar
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    Default Re: The Complete EDB Guide - discussion

    Quote Originally Posted by Epistolary Richard
    I'm interested in this, can you give us an example of it in action?
    These threads may shed some light on the subject:

    https://forums.totalwar.org/vb/showthread.php?t=50433
    https://forums.totalwar.org/vb/showthread.php?t=50439

  13. #13
    Axebitten Modder Senior Member Dol Guldur's Avatar
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    Default Re: The Complete EDB Guide - discussion

    Yes they do, though I really should point out on that Wonders' thread that you'd better be sure what the exact Wonder effect is, as if it decays you'll eventually end up with a permanent penalty if applying a negation : though, that said, some effects only reduce an existing bonus rather than have the capacity to create a negative.

    The principle is there though - you simply designate a resource to a certain region, when the faction captures that region the faction-wide capability kicks in (because it is predicated upon the existence of that resource). You can of course create a different capability for each faction.

    To ensure the code is parsed you'll need to place it in a building that must exist at that region's settlement. All non-village settlements must have core_buildings (government buildings) so you can place it in each level of that tree.
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  14. #14
    Axebitten Modder Senior Member Dol Guldur's Avatar
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    Default Re: The Complete EDB Guide - discussion

    It's been heavy going at the Fourth Age but I've managed a small update to the EDB Guide.

    1. I have added in that the "other" category of buildings for the cost and build-time bonus seems to also apply to military buildings.

    2. I have added that you can have more than 5 levels within each tree...

    You can have a building for village, town, large town, city, huge city, large city and even attach more than 1 building to any level.

    I've not tested the maximums; I am not too interested in this as I want my building browser to display correctly and that only shows 5 buildings - so unless you make perhaps the village "building" a process (such as representing colonization for example) rather than a physical building it seems messy to me.

    3. Upgrades

    I'm not sure if anyone knows this but I was wondering the other day why that word ("upgrades") is in the plural. I tested my theory out by putting a second upgrade in that section and it worked!

    The implications of this have not fully dawned on me but here is a somewhat silly example of what you can now do...

    t1=Palisade
    t2=Wooden Wall
    t3=Stone Wall
    t4=Gold Wall

    Let's say you don't want stone walls unless there is a "granite" resource available. Currently, a negative test for this not only blocks the stone wall but all upgrades. So your region with no granite may never build gold walls even if it has a stack of gold...

    With the 2 upgrade lines you can now add "Gold Wall" after "Stone Wall" in the Wooden Wall's Upgrades section of code.

    This will allow you to build the Gold Wall on level 4 even if it has no stone.

    This does need to be explored and tested more. I trust someone with more time will add to this (?).

    In other words, we can now leap buildings in a single bound :)

    P.S. And no, I have still not worked out what building_factions does - Jerome, please........???? Please?
    Last edited by Dol Guldur; 09-22-2005 at 11:27.
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