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Thread: BI new buildings

  1. #1
    aka AggonyAdherbal Member Lord Adherbal's Avatar
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    Default BI new buildings

    Is anyone else experiencing problems with new buildings in the export_descr_buildings.txt file ? I've spent the last three days trying to figure out whats wrong but it doesnt make any sense. Sometimes it crashes at the splash screen, other times it refuses to launch the campaign...

    The file used to work fine in RTW 1.2 and it doesn't seem like it changed in BI. Same for the text\export_buildings.txt file.
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  2. #2

    Default Re: BI new buildings

    Not so far no, are these building intended to be seen in the battlemap/cityview?


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  3. #3
    aka AggonyAdherbal Member Lord Adherbal's Avatar
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    Default Re: BI new buildings

    well maybe at some point, but that's not what I'm trying to achieve right now. I'm just trying to make my campaign run with the new techtree in place...

    an example of a building I tried to add:
    Code:
    building barracks_buildings
    {
        levels barracks city_barracks imperial_barracks
        {
            barracks requires factions { gauls, germans, scythia, britons, numidia, dacia, romans_scipii, spain, greek, parthia, } 
            {
    	    capability
                {
    		law_bonus bonus 1
    
                }
                construction  2
                cost  500
                settlement_min town
                upgrades
                {
    		city_barracks
                }
            }
            city_barracks requires factions { parthia, } 
            {
    	    capability
                {
    		law_bonus bonus 2
    
                }
                construction  3
                cost  1000
                settlement_min huge_city
                upgrades
                {
                }
            }
            imperial_barracks requires factions { parthia, } 
            {
    	    capability
                {
    		law_bonus bonus 2
    
                }
                construction  3
                cost  1000
                settlement_min huge_city
                upgrades
                {
                }
            }
        }
        plugins 
        {
        }
    }
    and in export_buildings.txt

    Code:
    {barracks}			Barracks
    {barracks_desc}			Barracks description
    {barracks_desc_short}		Barracks short description
    
    
    {city_barracks}			City Barracks
    {city_barracks_desc}		City Barracks description
    {city_barracks_desc_short}	City Barracks short description
    
    {imperial_barracks}		Imperial barracks
    {imperial_barracks_desc}	imperial_barracks description
    {imperial_barracks_desc_short}	imperial_barracks short description
    this worked fine in RTW, but doesnt in BI. If I use the RTW vanilla files my campaign runs fine.
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  4. #4

    Default Re: BI new buildings

    Hmm, that is strange becuase this bit of code works for me:

    However for some reason i've yet to figure out i get placeholder text for the short building description. The code is the same i used for 1.2 and that was fine...

    Code:
     building barracks_roman
    {
        levels muster_field militia_barracks city_barracks army_barracks royal_barracks 
        {
            muster_field requires factions { roman, } 
            {
                capability
                {
    
                    ;recruit "roman city militia"  0  requires factions { roman, } ;city militia
    
                }
                construction  1
                cost  600 
                settlement_min town
                upgrades
                {
                    militia_barracks
                }
            }
            militia_barracks requires factions { roman, } 
            {
                capability
                {
    
                    ;recruit "roman city militia"  0  requires factions { roman, } 
    
                  
    
                 
                }
                construction  3 
                cost  1000 
                settlement_min large_town
                upgrades
                {
                    city_barracks
                }
            }
            city_barracks requires factions { roman, } 
            {
                capability
                {
    
                    ;recruit "roman city militia"  0  requires factions { roman, } ;city militia
    
    
    
                }
                construction  4 
                cost  1800 
                settlement_min city
                upgrades
                {
                    army_barracks
                }
            }
            army_barracks requires factions { roman, slave, } 
            {
                capability
                {
                    ;recruit "roman city militia"  0  requires factions { roman, }
    
                    law_bonus bonus 1
    
                }
                construction  5 
                cost  3000 
                settlement_min large_city
                upgrades
                {
                    royal_barracks
                }
            }
            royal_barracks requires factions { roman, } 
            {
                capability
                {
                    ;recruit "roman city militia"  0  requires factions { roman, } 
     
                    law_bonus bonus 1 
    
                }
                construction  6 
                cost  5000 
                settlement_min huge_city
                upgrades
                {
                }
            }
        }
        plugins 
        {
        }
    }
    What is new is that the export_buildings.txt now has these items.I tried to define a new one without success...

    ¬ The following text items are used to describe strings of buildings on the tech tree summary screen
    {defenses_name}
    Walls - improve settlement defences

    {barracks_name}
    Barracks - train infantry melee units

    {barracks_roman}
    Barracks - train infantry melee units

    {equestrian_name}
    Stables - train cavalry units

    {missiles_name}
    Ranges - train missile-armed units
    Last edited by Centurion Cato; 10-15-2005 at 15:50.

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  5. #5
    Member Member Stuie's Avatar
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    Default Re: BI new buildings

    @ [cF]Adherbal -

    This seems obvious... but you DID change export_descr_buildings_enums.txt, right?

  6. #6

    Default Re: BI new buildings

    Thanks Stuie! i'm such a dumbass sometimes....

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    A collection of Post-Marian Reform mods for B.I
    Download The First Triumvirate v 1.75 for RTW

  7. #7

    Default Re: BI new buildings

    Ok i figured out the placeholder text issue,

    {barracks_roman}
    Barracks - train infantry melee units

    Should be

    {barracks_roman_name}
    Barracks - train infantry melee units

    TFT 's Fall of the Republic - Rise of the Empire (FRRE) Mod Project
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  8. #8
    Axebitten Modder Senior Member Dol Guldur's Avatar
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    Default Re: BI new buildings

    I tried some days ago and had no problems (after I discovered the "xyz_name" thing) - so it can be done.

    Anyone still having problems? You can get a CTD if you so much as put a descr intead of a desc!
    "One of the most sophisticated Total War mods ever developed..."

  9. #9
    aka AggonyAdherbal Member Lord Adherbal's Avatar
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    Default Re: BI new buildings

    @Stuie, enum files are obsolete aren't they ? I tried adding the new entries because I was so desperate but that didn't help. I then deleted the RTW building_enums file to see if it caused problems. But it didn't so I'm quite sure it's an obsolete file (like all other enums & lookup files)
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  10. #10
    Member Member Stuie's Avatar
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    Default Re: BI new buildings

    That's news to me! Good to know though...

  11. #11

    Default Re: BI new buildings

    What makes you guys think the enum files are obsolete?

  12. #12

    Default Re: BI new buildings

    You don't need to define buildings in the enums file for the building to be added to the techtree and have the game load.

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  13. #13
    aka AggonyAdherbal Member Lord Adherbal's Avatar
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    Default Re: BI new buildings

    What makes you guys think the enum files are obsolete?
    the fact that deleting & ignoring them causes no problems.
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  14. #14

    Default Re: BI new buildings

    Then it just looks them up direct now? Or is it in a pack file? that is weird, how does it do it now? I havent given BI a working over yet, just a skimming of the surface.
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  15. #15
    aka AggonyAdherbal Member Lord Adherbal's Avatar
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    Default Re: BI new buildings

    it's nothing new, enum and lookup files were already obsolete in any version of RTW.
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  16. #16

    Default Re: BI new buildings

    This file is obsolete? If you dont edit it, you dont get your unit cards? Am I wrong, have most of us been editing files we dont need to?

    export_descr_unit_enums.txt
    LT_1956 Creator of SPQR: Total War


    SPQR:TW Mod forums

  17. #17
    aka AggonyAdherbal Member Lord Adherbal's Avatar
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    Default Re: BI new buildings

    yes that file is obsolete, I've never done any changes to it.
    Member of The Lordz Games Studio:
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    http://www.thelordz.co.uk

  18. #18

    Default Re: BI new buildings

    Neat, here I have gotten in a habit of editing that file that I dont even need. lol So you absolutely positive all the Enum files are garbage? The VnV ones also?

    Thanks, that saved some work. lol

    Lt
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    SPQR:TW Mod forums

  19. #19
    aka AggonyAdherbal Member Lord Adherbal's Avatar
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    Default Re: BI new buildings

    the only file I'm not sure about is the advice enums (IIRC). All the others have been systematically ignored by me :)
    Member of The Lordz Games Studio:
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  20. #20

    Default Re: BI new buildings

    The only None Enum I edit is the unit one so thats great news. lol

    Thanks, it helps. :-)
    LT_1956 Creator of SPQR: Total War


    SPQR:TW Mod forums

  21. #21

    Default Re: BI new buildings

    Yep it's true, the Odeon is not defined in the enums and it works just fine as you can see.

    @ [cF]Adherbal

    I take it you got your buildings to work?

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    A collection of Post-Marian Reform mods for B.I
    Download The First Triumvirate v 1.75 for RTW

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