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  1. #1

    Default discovered nice feature for buildings...

    ok, i was doing my mod, almost finished just to say... i take a rtrt 6.2 with bug fix 6.3 for start mod... so i put the senate building, the triumphal arch, and put others 7 (SEVEN!!!) buildings to make my academic mod, i then se a problem come up, the hard coded limit for building are 64, and i have 67... so i was desapointed because i dont know how to make those shrink...

    and i make a very discovery...
    i add a building named option, then put in the update lines 3 others buildings
    and in dont put update in any other of them, so theoricaly if i built the option then i will have the 3 options and when i build one of them the others two will not appear to build, ok ?
    that exactely whats happened...

    here´s the line of the test :

    upgrades
    {
    academy_management
    academy_military
    academy_politics
    }

    i have never found something like options to built tutorial in this forum, so i post... and i know this is not the right forum, but i dont have privilege to use the buildings and units forum...

    ok ok for know this allow modders to build more complex buildings

    like

    base -o- option1
    |
    o- option2 -o- option 3
    |
    o- option 4

    without having to use an other building complex and the unliked

    and not buildingblablablabla type level a hundread times...


    other discovery (i belive) is to use multiple alike bonus in the line, for example

    wanna give 100% law order for the roman senate building bonus...

    i put the lines :

    capability
    {
    law_bonus bonus 6 (+30)
    law_bonus bonus 6 (+30)
    law_bonus bonus 6 (+30)
    law_bonus bonus 2 (+10)
    }

    and any problem, these were not mentioned in others posts i belive

    i would be making more tests and making a ultimate building tutorial, since a lot of those that i have seen are incomplete or look preferencialy at diferent areas thath dont complete eachother...

    if these discoveries are know please post here, hehe i dont see this in any post so i post here to help all modders...

    i allways ask for help, its time to help =)

    as epistolary said : cool modders help eachother


    ps. please moderators move this to building and units if this are a discovery

    thx everyone
    " Cool modders read and write tutorials
    Cool modders help each other out "

    by Epistolary Richard

  2. #2
    Member Member Dromikaites's Avatar
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    Default Re: discovered nice feature for buildings...

    It is a great discovery Black Crow. Excellent work!

  3. #3
    Simulation Monkey Member The_Mark's Avatar
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    Default Re: discovered nice feature for buildings...

    Beautiful!

    On which version (1.2, 1.3, BI) was this based? And another question, is the buildings per complex limit still an issue with your discovery?

  4. #4

    Default Re: discovered nice feature for buildings...

    ok, i´m going to work now, at 12:00 ill make more tests if anyone wanna make them =) its nice to know that i have contributed with the comunity, i think the complex buildings limits (with 5 per complex) are undone
    " Cool modders read and write tutorials
    Cool modders help each other out "

    by Epistolary Richard

  5. #5
    Axebitten Modder Senior Member Dol Guldur's Avatar
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    Default Re: discovered nice feature for buildings...

    Great work, Black Crow.

    I only got as far as this in the EDB Guide:

    upgrades...Note that the latter is quite correct to be in the plural - you can list more than one upgrade...
    Though I did a few tests of my own in "jumping" buildings and expanding into the village level (does not appear in the building browser though, so best reserved for "processes" rather than physical buildings) I have not had the time to get much further. - But it is possible to have more than 5 levels on a building type's tree, and more than 1 building per level. However, again I would reserve these to processes else the building browser cannot reflect it. I have not tested for maximums (or much by way of implication in this regard), and I have not had much interest in looking beyond 64 complexes as I considered it enough for my needs.

    I will keep an eye on your findings and add a link into your work in the Guide once I find time...

    Dang, I wish I had more time...anyone wanna help out on the Fourth Age coding team to free me up for more research? :)
    Last edited by Dol Guldur; 11-03-2005 at 13:15.
    "One of the most sophisticated Total War mods ever developed..."

  6. #6

    Default Re: discovered nice feature for buildings...

    i have apllied for the the forth age code modders team, but they dont accept me, i think i was too nb in that time for get into a too much promissing project wwithout any skills, as i see i dont know about the more than 5 building by complex thing... as i figure that : each building complex may have 5 levels, thats what i have read in the forums and was trying to work on, but noone know if these limitations are about the amount of levels or in the amout of upgrades that you may do, for example if it is for the upgrades line, assuming that you may have one building being upgraded 5 times, that let you make a LOT of buildings for example Amay upgrade to B,C,D,E,F... and each of those may upgrade to 1,2,3,4..., this may be too unrealistic, as i would allow that a building may go to as option and be upgraded in a lot of options and each one of them may be upgraded in a lot... but if the problem of the "hard-coded number permited" be linked to the amout of upgrades than we may have a lot of things to do, and build...

    if the system works like this :

    name of the building ammount of upgrades
    A 0
    B 1
    C 1
    D 1
    E 1
    1 2
    2 2
    3 2
    4 2
    x 3

    etc, we may have the ammount of building that we wanna until the 4 number of upgrades be satisfied...

    gonna research about this =)

    oly for now i can say that in my code, i build the building academic_department and then i have 3 options and all of the 3 options appears in the building browser and if i select one of them, the others 2 disapear, no problem after ione of the 3 buildings are finished construction, wich makes me think that you may use this att will, but i have not tested this for more than 10 turns... no garantee

    questions :

    *will it allow the number of buildings per complex be increased ?
    *will it have a max number of upgrades listed ? for example works only if there are 4 upgrades listed...
    *are possible to link an upgrade to be a building of another building complex ?

    make me think of it :
    *wich are hardcoded ? buildings levels of number of upgrades per building ?
    *just to know the limits of the upgrades command line.
    *if so we will be able to make a base building that may link any barracks of any faction or any temples for any faction, that if we were allowed to make more than 5 buildings per complex will let us unlock or reuse a LOT of building complexes... just the temples are using (in rtr 6.3) 21 buildings complexes slots... and the barracks (with the ZOR and auxilia and barracks per faction) are using 18 buildings complexes slots, with these discovery if it is true OF COURSE, we will be able to make (21+18=39) 39 buildings complexes to be cleared and we will of use 2 (TWO!!!) slots of these 39, that will release 37 (!!!) building slots for us to use...


    any help in tests or information will be usefull... i would apreciate if this became a research thread about this...
    " Cool modders read and write tutorials
    Cool modders help each other out "

    by Epistolary Richard

  7. #7

    Default Re: discovered nice feature for buildings...

    [QUOTE=

    here´s the line of the test :

    upgrades
    {
    academy_management
    academy_military
    academy_politics
    }

    [/QUOTE]

    Can you make different cappabilities for the different upgrades, and do you list all the upgrades in the levels line?
    Learn to obey before you command

  8. #8

    Default Re: discovered nice feature for buildings...

    Quote Originally Posted by n00kie
    Can you make different cappabilities for the different upgrades, and do you list all the upgrades in the levels line?
    Yes to both.

    Example, an ebil barracks complex where the ebil player can build either orc or human barracks. The first level is common to both and could have capabilities of its own. After this level the player could either build an orc barracks upgradeable to an uruk barracks *or* a human_barracks upgradeable to a human_elite_barracks, each barracks having its own capabilities.

    You can have up to nine buildings in a complex so in this example you could in theory have 4 levels of barracks for each path plus the base building or alternatively 4 seperate types of barracks with 2 levels each etc. The capabilities for each building level can be any of the allowable ones and not limited to troop recruitment.

    building ebil_barracks
    {
    levels foundations orc_barracks uruk_barracks human_barracks human_elite_barracks
    {
    foundations requires factions { sauron, }
    {
    capability
    {
    }
    settlement_min village
    upgrades
    {
    orc_barracks
    human_barracks
    }
    }
    orc_barracks requires factions { sauron, }
    {
    capability
    {
    recruit orc_warband 0
    }
    settlement_min town
    upgrades
    {
    uruk_barracks
    }
    }
    uruk_barracks requires factions { sauron, }
    {
    capability
    {
    recruit uruk_warband 0
    }
    settlement_min large_town
    upgrades
    {
    }
    }
    human_barracks requires factions { sauron, }
    {
    capability
    {
    recruit human_warband 0
    }
    settlement_min town
    upgrades
    {
    human_elite_barracks
    }
    }
    human_elite_barracks requires factions { sauron, }
    {
    capability
    {
    recruit human_elite_warband 0
    }
    settlement_min large_town
    upgrades
    {
    }
    }
    }
    plugins
    {
    }
    }

    (nb example code is stripped down a bit, construction time etc left out, but hopefully makes the principle clear.)
    It's not a map.

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