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Thread: Swapping one building for another one (both vanilla)

  1. #1

    Default Swapping one building for another one (both vanilla)

    I'd just like to swap some buildings around. I don't want to edit the actual cas files or anything like that, but I need to know how one would (for example) make egypt culture (vanilla terms), or specifically the egypt faction I should say, have a barbarian building instead of an egyptian one. Let's just take a barracks for example.

    I don't want to change what the barracks does, or what the icons even look like on the strat map, when you highlight the city. I just want to "redirect" it, so that instead of throwing the battlemap egyptian barracks into the town, it throws the battlemap barbarian barracks in there instead.

    I would think that maybe a text file can be altered to "redirect" appropriate cas files, but I have never altered these before.

    Any tutorials or anything that could help me achieve this? Any help would be much appreciated.

    --------
    edit: my example was just one building, but I'd like to make (for example) all egyptian variants of buildings use barbarian variants instead.
    Last edited by Teleklos Archelaou; 10-18-2005 at 21:08.

  2. #2

    Default Re: Swapping one building for another one (both vanilla)

    Requests for tutorials should be posted in Modding Questions. Moved.
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  3. #3
    Axebitten Modder Senior Member Dol Guldur's Avatar
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    Default Re: Swapping one building for another one (both vanilla)

    Teleklos, Adherbal (or others who have looked into this more than I!)

    Were you able to resolve this? I have not had a problem with it (though somewhat by virtue of it not being necessary) but A:TW are having a problem with their Gaelic culture (Eastern) not converting to Eastern architecture re edb (i.e. non-ambient) buildings. Settlement plans are fine - I've had a look through their code and nothing looks wrong as far as I can see.

    Any ideas?
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  4. #4
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
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    Default Re: Swapping one building for another one (both vanilla)

    Have they edited the relevant dbb files?

  5. #5
    Member Member cunctator's Avatar
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    Default Re: Swapping one building for another one (both vanilla)

    It works in Eb 0.8 without problems. As long as you don't want to add new 3D buildings dbb files don't have to be edited.

    For changing non ambient buildings:

    -Open "descr_settlement_plan.txt"

    -search for barracks entries

    -add egyptian cultures to culture list for barbarian buildings, remove egyptian culture from culture list for egyptian buildings.

    -if you don't want to have barbarian slot filler buildings, if the barracks buildings to small for the slot you have to create a new entry with the right egyptian slot_filler group defined.

    Code:
    slot slot_112x64_barracks
    	{
    		default
    		{
    			slot_112x64_empty_group_roman,	0,	0,	0,	0
    		}
    
    		variant
    		{
    			cultures any
    			status construction
    			buildings
    			{
    				barracks muster_field
    			}
    			slot_112x64_construction_site,	0,	0,	0,	0
    		}
    	
    		variant
    		{
    			cultures
    			{
    				greek
    			}
    			buildings
    			{
    				none
    			}	
    			slot_112x64_empty_group_greek,	0,	0,	0,	0	
    		}
    
    		variant
    		{
    			cultures
    			{
    				egyptian (only if there should be barbarian buildings too without a barrack in this ettlement.)
    			}
    			buildings
    			{
    				none
    			}	
    			slot_112x64_empty_group_egyptian,	0,	0,	0,	0	
    		}
    
    		variant
    		{
    			cultures
    			{
    				eastern
    			}
    			buildings
    			{
    				none
    			}	
    			slot_112x64_empty_group_eastern,	0,	0,	0,	0	
    		}
    
    		variant
    		{
    			cultures
    			{
    				carthaginian
    			}
    			buildings
    			{
    				none
    			}	
    			slot_112x64_empty_group_carthaginian,	0,	0,	0,	0	
    		}
    
    		variant
    		{
    			cultures
    			{	
    				barbarian
    				nomad
    				egyptian (only if there should be barbarian buildings too without a barrack in this ettlement.)
    			}
    			buildings
    			{
    				none
    			}	
    			slot_112x64_empty_group_barbarian,	0,	0,	0,	0	
    		}
    
    		variant
    		{
    			cultures
    			{
    				roman
    				greek
    			}
    			buildings
    			{
    				barracks royal_barracks
    			}
    			floor none overlay_urban_barracks_roman.cas
    			urban_barracks_roman, 		0, 	0, 	0, 	0
    		}
    
    		variant
    		{
    			cultures
    			{
    				roman
    			}
    			buildings
    			{
    				barracks army_barracks
    				barracks city_barracks
    			}
    			floor none overlay_city_barracks_roman.cas
    			city_barracks_roman, 		0, 	0, 	0, 	0
    		}
    		variant
    		{
    			cultures
    			{
    				greek
    			}
    			buildings
    			{
    				barracks army_barracks
    				barracks city_barracks
    			}
    			floor none overlay_city_barracks_roman.cas
    			city_barracks_greek, 		0, 	0, 	0, 	0
    		}
    
    		variant
    		{
    			cultures
    			{
    				egyptian
    			}
    			buildings
    			{
    				barracks army_barracks
    				barracks city_barracks
    			}
    			floor none overlay_city_barracks_egyptian.cas
    			city_barracks_egyptian, 		0, 	0, 	0, 	0
    		}
    		variant
    		{
    			cultures
    			{
    				eastern
    				carthaginian
    			}
    			buildings
    			{
    				barracks army_barracks
    				barracks city_barracks
    			}
    			floor none overlay_city_barracks_egyptian.cas
    			city_barracks_eastern, 		0, 	0, 	0, 	0
    		}
    
    		variant
    		{
    			cultures
    			{
    				barbarian
    				nomad
    				egyptian
    			}
    			buildings
    			{
    				barracks city_barracks
    			}
    			floor none overlay_hall_of_heroes.cas
    			hall_of_heroes, 		0, 	0, 	0, 	0
    		}
    
    		variant
    		{
    			cultures
    			{
    				barbarian
    				egyptian
    			}
    			buildings
    			{
    				barracks militia_barracks
    			}
    			floor none overlay_mead_hall.cas
    			slot_upgrade_48x32_112x64_barbarian,	0,	0,	0,	0
    			mead_hall, 		0, 	0, 	0, 	0
    			tree_E,					19,	11,	0,	0
    			tree_A,					16,	-7,	0,	0
    		}
    
    		variant
    		{
    			cultures
    			{
    				barbarian
    				nomad
    				egyptian
    			}
    			buildings
    			{
    				barracks muster_field
    			}
    			floor none overlay_drinking_hall.cas
    			slot_upgrade_48x32_112x64_barbarian,	0,	0,	0,	0
    			drinking_hall, 		0, 	0, 	0, 	0
    		}
    
    		variant
    		{
    			cultures
    			{
    				roman
    			}
    			buildings
    			{
    				barracks militia_barracks
    				barracks muster_field
    			}
    			floor none overlay_militia_barracks_roman.cas
    			slot_upgrade_48x32_112x64_roman,	0,	0,	0,	0
    			militia_barracks_roman, 		0, 	0, 	0, 	0
    		}
    
    		variant
    		{
    			cultures
    			{
    				greek
    			}
    			buildings
    			{
    				barracks muster_field
    				barracks militia_barracks
    			}
    			floor none overlay_militia_barracks_roman.cas
    			slot_upgrade_48x32_112x64_greek,	0,	0,	0,	0
    			militia_barracks_greek, 		0, 	0, 	0, 	0
    		}
    
    		variant
    		{
    			cultures
    			{
    				egyptian
    			}
    			buildings
    			{
    				barracks muster_field
    				barracks militia_barracks
    			}
    			floor none overlay_militia_barracks_egyptian.cas
    			slot_upgrade_48x32_112x64_egyptian,	0,	0,	0,	0
    			militia_barracks_egyptian,		0,	0,	0,	0
    		}
    		variant
    		{
    			cultures
    			{
    				eastern
    			}
    			buildings
    			{
    				barracks muster_field
    				barracks militia_barracks
    			}
    			floor none overlay_militia_barracks_egyptian.cas
    			slot_upgrade_48x32_112x64_eastern,	0,	0,	0,	0
    			militia_barracks_eastern,		0,	0,	0,	0
    		}
    
    		variant
    		{
    			cultures
    			{
    				carthaginian
    			}
    			buildings
    			{
    				barracks muster_field
    				barracks militia_barracks
    			}
    			floor none overlay_militia_barracks_egyptian.cas
    			slot_upgrade_48x32_112x64_carthaginian,	0,	0,	0,	0
    			militia_barracks_eastern,		0,	0,	0,	0
    		}
    	}
    
    
    	slot slot_48x32_barracks
    	{
    		default
    		{
    			slot_48x32_empty_group_roman,	0,	0,	0,	0
    		}
    
    		variant
    		{
    			cultures any
    			status construction
    			buildings
    			{
    				barracks muster_field
    			}
    			slot_48x32_construction_site,	0,	0,	0,	0
    		}
    
    		variant
    		{
    			cultures
    			{
    				greek
    			}
    			buildings
    			{
    				none
    			}	
    			slot_48x32_empty_group_greek,	0,	0,	0,	0	
    		}
    
    		variant
    		{
    			cultures
    			{
    				egyptian
    			}
    			buildings
    			{
    				none
    			}	
    			slot_48x32_empty_group_egyptian,	0,	0,	0,	0	
    		}
    
    		variant
    		{
    			cultures
    			{
    				eastern
    			}
    			buildings
    			{
    				none
    			}	
    			slot_48x32_empty_group_eastern,	0,	0,	0,	0	
    		}
    
    		variant
    		{
    			cultures
    			{
    				carthaginian
    			}
    			buildings
    			{
    				none
    			}	
    			slot_48x32_empty_group_carthaginian,	0,	0,	0,	0	
    		}
    
    		variant
    		{
    			cultures
    			{
    				barbarian
    				nomad
    				egyptian
    			}
    			buildings
    			{
    				none
    			}	
    			slot_48x32_empty_group_barbarian,	0,	0,	0,	0	
    		}
    
    		variant
    		{
    			cultures 
    			{
    				roman
    			}
    			buildings
    			{
    				barracks militia_barracks
    				barracks muster_field
    			}
    			floor none overlay_militia_barracks_roman.cas
    			militia_barracks_roman, 		0, 	0, 	0, 	0
    		}
    
    		variant
    		{
    			cultures 
    			{
    				greek
    			}
    			buildings
    			{
    				barracks muster_field
    				barracks militia_barracks
    			}
    			floor none overlay_militia_barracks_roman.cas
    			militia_barracks_greek, 		0, 	0, 	0, 	0
    		}
    
    		variant
    		{
    			cultures
    			{
    				egyptian
    			}
    			buildings
    			{
    				barracks muster_field
    				barracks militia_barracks
    			}
    			floor none overlay_militia_barracks_egyptian.cas
    			militia_barracks_egyptian,		0,	0,	0,	0
    		}
    		variant
    		{
    			cultures
    			{
    				eastern
    				carthaginian
    			}
    			buildings
    			{
    				barracks muster_field
    				barracks militia_barracks
    			}
    			floor none overlay_militia_barracks_egyptian.cas
    			militia_barracks_eastern,		0,	0,	0,	0
    		}
    
    		variant
    		{
    			cultures
    			{
    				barbarian
    				nomad
    				egyptian
    			}
    			buildings
    			{
    				barracks militia_barracks
    			}
    			floor none overlay_mead_hall.cas
    			mead_hall, 		0, 	0, 	0, 	0
    			tree_E,					19,	11,	0,	0
    			tree_A,					16,	-7,	0,	0
    		}
    
    		variant
    		{
    			cultures
    			{
    				barbarian
    				nomad
    				egyptian
    			}
    			buildings
    			{
    				barracks muster_field
    			}
    			floor none overlay_drinking_hall.cas
    			drinking_hall, 		0, 	0, 	0, 	0
    		}
    
    		
    	}
    Last edited by cunctator; 06-01-2006 at 14:00.

  6. #6
    Gwledig of the Brythons Member Agraes's Avatar
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    Default Re: Swapping one building for another one (both vanilla)

    It works

    Thanks for your help!

  7. #7
    Shaidar Haran Senior Member SAM Site Champion Myrddraal's Avatar
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    Default Re: Swapping one building for another one (both vanilla)

    cunctator would you mind if I copied your post to make a guide for the scriptorium?

  8. #8
    Member Member cunctator's Avatar
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    Default Re: Swapping one building for another one (both vanilla)

    No problem for me.

  9. #9
    Gwledig of the Brythons Member Agraes's Avatar
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    Default Re: Swapping one building for another one (both vanilla)

    I bump this thread because we still got an issue with the "Gaelic" walls. They still have the aspect of eastern walls, where they should look like roman/barbarian walls.

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