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  1. #1

    Default Re: Need help with adding new building to BI 1.6

    Quote Originally Posted by Makanyane
    Don't the ships have to be built from the original port i.e. from the port_buildings section - as that's the only building that can exist on the coastline (definied by location of white pixel on map_regions)?

    Try commenting out just the recruitment lines for the boats, or while the whole entry is commented out add a boat recruitment line to another building and see if you get the same KTM.
    It's just a a building option to represent the second part of the port extension. It's not avialable on the strat map.

    Anyway working on RTW 1.5 with same sets of recruitment, building trees etc works fine. I also tried to add auxilia buildings in BI and have a KTM when loading campaign, but didn't show any error.
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  2. #2
    Finder of Little Oddities Senior Member Makanyane's Avatar
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    Default Re: Need help with adding new building to BI 1.6

    Ahh, sorry didn't know that was possible..

    whilst already embarassed might as well ask; have you considered if this is a variation on the KTM (with no error message) acquired by adding 'carthaginian' culture to new buildings
    see post #88 and around in:
    https://forums.totalwar.org/vb/showt...t=50039&page=5

    don't know if there's any variation in the way RTW / BI handle look up (only RTW originally has descr_ui_buildings.txt) - if you've added all three building cards it should work but there seems to be some odd behaviour around this.
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  3. #3

    Default Re: Need help with adding new building to BI 1.6

    Quote Originally Posted by Makanyane
    Ahh, sorry didn't know that was possible..

    whilst already embarassed might as well ask; have you considered if this is a variation on the KTM (with no error message) acquired by adding 'carthaginian' culture to new buildings
    see post #88 and around in:
    https://forums.totalwar.org/vb/showt...t=50039&page=5

    don't know if there's any variation in the way RTW / BI handle look up (only RTW originally has descr_ui_buildings.txt) - if you've added all three building cards it should work but there seems to be some odd behaviour around this.
    I haven't tried to delete carthaginian yet (because I'm doing other things first that I know is not causing CTD... ) but carthaginian is a valid culture in BI (used by berber faction) and I cannot see why including it will cause any complication.

    The only thing is carthaginian in BI is not as the same as in RTW where they only have lower level tiers only. As for port levels, carthaginian only have for the first two parts and not the last (dockyard)

    Since my code include this line:

    PHP Code:
    warharbour requires factions barbariancarthaginianeasternhunnomadroman, } and building_present_min_level port_buildings dockyard 
    Probably I need to add a line somewhere to make carthaginian can build the dockyard (to make they be able to build the warharbour). I use the carthaginian culture (and berber faction) as Carthage since I'm modding base on RTW/RTR time frame.
    Say: O unbelievers, I serve not what you serve, nor do you serve what I serve, nor shall I serve what you are serving, nor shall you be serving what I serve.
    To you your religion, and to me my religion.

  4. #4
    Axebitten Modder Senior Member Dol Guldur's Avatar
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    Default Re: Need help with adding new building to BI 1.6

    Carthaginian culture cannot, according to all my tests, be assigned as a building culture to new buildings, or to some higher layers of vanilla buildings; the latter can be overcome by fiddling with the DUB file but the former seems always to cause a KTM.

    It seems there are some limitations with carthaginian, it being a quasi-culture to some degree.
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