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  1. #1
    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.
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  2. #2

    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...
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    Cool modders help each other out "

    by Epistolary Richard

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

    It seems that at least one limit can be removed with this. I combined the stable and ranged complexes, resulting in a working eight-building complex with two branches.

  4. #4

    Default Re: discovered nice feature for buildings...

    does evert building on the complex works right ?
    " 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...

    Check the building scolls (esp. bonuses/recruitment etc.), I seemed to remember some anomalies there when I was playing around with this area some time ago though I can't remember what they were exactly.
    "One of the most sophisticated Total War mods ever developed..."

  6. #6

    Default Re: discovered nice feature for buildings...

    Quote Originally Posted by Dol Guldur
    Check the building scolls (esp. bonuses/recruitment etc.), I seemed to remember some anomalies there when I was playing around with this area some time ago though I can't remember what they were exactly.

    i have made the same test but for buildings that does not cointain any recruitment thing... just bonuses..

    i have done by this way

    ......-B-............-3
    A.o--C--1---2---4
    ......-D-............-5
    0u...1u..2u...3u...4u

    u=>number of updates suffered by that building

    9 buildings 4 updates that lead me for a 5 stages but a unlimited number of buildings inside a complex allowed...

    the images of any building were not compromissed, the text (desc or title) were not compromissed by any building...

    as i use the same bonus for buildings from the same stage i can only say that i haven´t found any bonus errors or anomalies in those, but we can have a margin of errors since the B and C and D have the same bonuses like the 3 and 4 and 5

    for now the aswers :

    1*the number of buildings by complex are unlimited but we can only have 4 updates or 5 stages for any building complex, that means that you cannot made a just upgrade building, but you can do a base building and from that make the choice for a number of units to be cascade (put for example, a base named tows base and let the player choose for trade improve, public law improve or growth bonus improve for the tows... i have tested this for about 3 options, if any one tested it for more options please let be know)

    2*don´t know the answer

    3*not know for now
    " Cool modders read and write tutorials
    Cool modders help each other out "

    by Epistolary Richard

  7. #7
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: discovered nice feature for buildings...

    Nice find. This definitely makes building_present_min_level very interesting in the edb.
    If I have time I'll maybe do some research on this, too.
    Last edited by alpaca; 11-03-2005 at 22:27.

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