Results 1 to 25 of 25

Thread: BI - really getting desperate...

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    aka AggonyAdherbal Member Lord Adherbal's Avatar
    Join Date
    Oct 2004
    Location
    Belgium
    Posts
    1,014

    CA BI - really getting desperate...

    I still haven't managed to succesfully create a new building without causing problems in BI. I started by making a mod folder with the minimum amount of files needed to run the RTW campaign under the BI exe. Then I added the RTW buildings file. Everthing still works fine at this point.

    Then I delete all buildings except core_buildings, defenses and port_buildings from export_descr_buildings.txt. I also remove all non-core buildings from descr_strat.txt and try to generate the map.rwm file. Still works fine.

    But then I add a new building set. I edit the text\export_buildings.txt file accordingly and run the game (not deleting the rwm file). Campaign starts fine, my building shows up in building browser. I exit the game, delete the map.rwm file and restart a new campaign. The game tries to generate the rwm file, but fails and goes back to menu, a corrupted rwm file is all I get.

    No matter what I do, it seems to be impossible to add new buildings to the techtree without causing a problem when generating the rwm file. If anyone would want to try this I'd greatly appreciate it.

    the minimum export_descr_buildings.txt file can be found here:
    Code:
    hidden_resources rome sparta italy
    
    building core_building
    {
        levels governors_house governors_villa governors_palace proconsuls_palace imperial_palace 
        {
            governors_house requires factions { barbarian, carthaginian, eastern, egyptian, greek, roman, } 
            {
                capability
                {
    
                }
                construction  1 
                cost  400 
                settlement_min village
                upgrades
                {
                    governors_villa
                }
            }
            governors_villa requires factions { barbarian, carthaginian, eastern, egyptian, greek, roman, } 
            {
                capability
                {
    
                }
                construction  2 
                cost  800 
                settlement_min town
                upgrades
                {
                    governors_palace
                }
            }
            governors_palace requires factions { barbarian, carthaginian, eastern, egyptian, greek, roman, } 
            {
                capability
                {
    
                }
                construction  3 
                cost  1600 
                settlement_min large_town
                upgrades
                {
                    proconsuls_palace
                }
            }
            proconsuls_palace requires factions { barbarian, carthaginian, eastern, egyptian, greek, roman, } 
            {
                capability
                {
    
                }
                construction  4 
                cost  3200 
                settlement_min city
                upgrades
                {
                    imperial_palace
                }
            }
            imperial_palace requires factions { barbarian, carthaginian, eastern, egyptian, greek, roman, } 
            {
                capability
                {
    
                }
                construction  6 
                cost  6400 
                settlement_min large_city
                upgrades
                {
                }
            }
        }
        plugins 
        {
        }
    }
    building defenses
    {
        levels wooden_pallisade wooden_wall stone_wall large_stone_wall epic_stone_wall 
        {
            wooden_pallisade requires factions { barbarian, carthaginian, eastern, egyptian, greek, roman, } 
            {
                capability
                {
                    wall_level 0
                    tower_level 1
                    happiness_bonus bonus 1
                }
                construction  1 
                cost  400 
                settlement_min town
                upgrades
                {
                    wooden_wall
                }
            }
            wooden_wall requires factions { barbarian, carthaginian, eastern, egyptian, greek, roman, } 
            {
                capability
                {
                    wall_level 1
                    gate_strength 1
                    tower_level 1
                    happiness_bonus bonus 1
                }
                construction  2 
                cost  800 
                settlement_min large_town
                upgrades
                {
                    stone_wall
                }
            }
            stone_wall requires factions { barbarian, carthaginian, eastern, egyptian, roman, } 
            {
                capability
                {
                    wall_level 2
                    tower_level 1
                    gate_defences 1
                    gate_strength 1
                    happiness_bonus bonus 1
                    law_bonus bonus 1
                }
                construction  3 
                cost  1600 
                settlement_min city
                upgrades
                {
                    large_stone_wall
                }
            }
            large_stone_wall requires factions { eastern, roman, } 
            {
                capability
                {
                    wall_level 3
                    tower_level 1
                    gate_defences 2
                    gate_strength 2
                    happiness_bonus bonus 1
                    law_bonus bonus 1
                }
                construction  5 
                cost  3200 
                settlement_min large_city
                upgrades
                {
                    epic_stone_wall
                }
            }
            epic_stone_wall requires factions { eastern, roman, } 
            {
                capability
                {
                    wall_level 4
                    tower_level 2
                    gate_defences 2
                    gate_strength 2
                    happiness_bonus bonus 1
                    law_bonus bonus 2
                }
                construction  6 
                cost  6400 
                settlement_min huge_city
                upgrades
                {
                }
            }
        }
        plugins 
        {
        }
    }
    building port_buildings
    {
        levels port shipwright dockyard 
        {
            port requires factions { barbarian, carthaginian, eastern, macedon, thrace, scythia, carthage, roman, } 
            {
                capability
                {
    
                    trade_fleet 1 ;trade_base_income_bonus bonus 1
                }
                construction  2 
                cost  800 
                settlement_min large_town
                upgrades
                {
                    shipwright
                }
            }
            shipwright requires factions { britons, eastern, carthage, roman, } 
            {
                capability
                {
    
                    trade_fleet 2 ;trade_base_income_bonus bonus 2
                }
                construction  3 
                cost  1600 
                settlement_min city
                upgrades
                {
                    dockyard
                }
            }
            dockyard requires factions { britons, eastern, roman, } 
            {
                capability
                {
    
                    trade_fleet 3 ;trade_base_income_bonus bonus 2
                }
                construction  5 
                cost  3200 
                settlement_min large_city
                upgrades
                {
                }
            }
        }
        plugins 
        {
        }
    }
    PS: this all worked fine in RTW 1.2, never had any problem with my new techtree there.
    Member of The Lordz Games Studio:
    A new game development studio focusing on historical RTS games of the sword & musket era
    http://www.thelordzgamesstudio.com

    Member of The Lordz Modding Collective:
    Creators of Napoleonic Total War I & II
    http://www.thelordz.co.uk

  2. #2
    Axebitten Modder Senior Member Dol Guldur's Avatar
    Join Date
    Apr 2005
    Location
    England
    Posts
    1,550

    Default Re: BI - really getting desperate...

    Out of curiosity, have you tried the same thing but with the BI EDB file?
    "One of the most sophisticated Total War mods ever developed..."

  3. #3
    aka AggonyAdherbal Member Lord Adherbal's Avatar
    Join Date
    Oct 2004
    Location
    Belgium
    Posts
    1,014

    Default Re: BI - really getting desperate...

    not yet. It's an option to try, but it's quite a lot of work (after removing buildings they also need to be removed in a lot of other file such as advice and ancillaries)
    Member of The Lordz Games Studio:
    A new game development studio focusing on historical RTS games of the sword & musket era
    http://www.thelordzgamesstudio.com

    Member of The Lordz Modding Collective:
    Creators of Napoleonic Total War I & II
    http://www.thelordz.co.uk

  4. #4
    CeltiberoRamiroI Member Monkwarrior's Avatar
    Join Date
    Apr 2004
    Location
    Salduie/Caesaraugusta/ Sarakusta/Saragossa
    Posts
    828

    Default Re: BI - really getting desperate...

    Another suggestion.
    As a test, did you try to overwrite one existing building in BI by one of your new buildings? Changing, of course, the capabilities.
    I mean substitute words, without touching spaces or tabs.

  5. #5

    Default Re: BI - really getting desperate...

    Adherbal, have no fear, if this is a problem just make sure the BUGS threads have your notice about it, and CA guys will take a look for the upcoming patch. That's what I'm hoping they'll do for descr_skeleton file as well, as long as they know about it I hope we'll be alright. There's less pressure now with Activision gone, so I think they will make sure the game operates optimally before finishing the patching process for it.

  6. #6
    EB insanity coordinator Senior Member khelvan's Avatar
    Join Date
    Sep 2002
    Location
    Oakland, CA
    Posts
    8,449

    Default Re: BI - really getting desperate...

    I know it is off topic, but I don't suppose that thread is an appropriate place to beg them to open up the building complex limit?
    Cogita tute


Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO