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  1. #1
    Axebitten Modder Senior Member Dol Guldur's Avatar
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    Default Re: Campaign script - adding a building

    Hmmm...I do not think that is possible. I need it for a provincial and the full campaign is in the folders you mention. Further, if the base folder was removed or deleted I believe that custom battles (which reference the base folder map.rwm file) would not work?

    The provincial, of course, already has its base folder removed and the files thereof placed in with the campaign files in the provincial folder. A number of provincials will be set up and these and the main campaign will all need this script.

    What is the principle here? I will think on it more.

    Thank you for your response.
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  2. #2
    Member Member Stuie's Avatar
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    Default Re: Campaign script - adding a building

    Quote Originally Posted by Dol Guldur
    Hmmm...I do not think that is possible. I need it for a provincial and the full campaign is in the folders you mention.
    Ok - I played around with this some more.

    • I made a second folder in the "\Rome - Total War\bi\data\world\maps\campaign" folder and called it "Pickles".
    • Then I copied all the files in the "\Rome - Total War\bi\data\world\maps\base" folder and the "\Rome - Total War\bi\data\world\maps\campaign\barbarian_invasion" folder into "\Rome - Total War\bi\data\world\maps\campaign\Pickles".
    • I made the script and added the scripting info to the descr_strat.txt (and deleted the map.rwm of course).
    • Then I started BI, selected Single Player > Provincial Campaign > Pickles > picked WRE and started the game.


    Once again, the script worked. Urban Barracks appeared in Rome as the last building built.

    Does that help you? You could probably do the same with the BI campaign folder - just copy the base files in and add the script/scripting info and it will probably work. And that retains the base folder files for whatever else they are used for (custom battles per your post above).

  3. #3
    Axebitten Modder Senior Member Dol Guldur's Avatar
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    Default Re: Campaign script - adding a building

    Thx. for your thoughts and tests Stuie.

    Essentially then you have made a second copy of the main campaign to represent the provincial (in my case).

    This is, however, the set up I already have except that the two maps and related files are not identical of course. Clearly what works in R:TW does not seem to work in BI.

    Has anyone got a campaign script to work in a BI provincial? If not, I have no evidence that it can work and will need to decide when to knock it on the head. It has already taken up too much of my time already.

    And yet I can't but help think it must be possible...
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  4. #4
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: Campaign script - adding a building

    Hmm well you could use a mod folder instead, I can confirm it works there (also inside a prov campaign in that mod folder).

  5. #5
    Axebitten Modder Senior Member Dol Guldur's Avatar
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    Default Re: Campaign script - adding a building

    OK,

    I now have the mod in a bi modswitch folder (sitting under the bi folder). I have the following code at present:

    End of ds file:

    Code:
    script
    campaign_script.txt
    campaign_script.txt:

    Code:
    console_command create_building Anfalas temple_of_violence_shrine
    
    terminate_script
    end_script
    (one of many I've tried but I do not have a record of the others now)

    Both these files are in the provincial campaign folder.

    Still does not work.

    What am I doing wrong?
    "One of the most sophisticated Total War mods ever developed..."

  6. #6

    Default Re: Campaign script - adding a building

    What I'm wondering is can a campaign script be used to add an unbuildable AND indestructible building to a town?

    For example in our Zulu Total War mod lets say you have a 'diamond mine' in town - this could trigger the formation (construction) of a 'gambling den' which could neither be bought nor destroyed but is a consequence of having too many high rollers striking it rich. Something that the player has no control over but needs to build other structures to counteract (like a 'local police force' or a 'magistrate').

    Could a script be used to give a town that building - and to take it away?

    Thanks,
    Lord Clare / Harlechman
    Zulu Total War Team
    "Ad majoram Dei gloriam"

  7. #7

    Default Re: Campaign script - adding a building

    To give it, yes. To take it away, no. We don't have a demolish building command. The only thing you can do to remove its effects is to include in a background script a monitor that damages it every turn. All the reforms in EB and Res Gestae are done by placing unbuildable, undamageable buildings in settlements on certain dates (or other events).
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