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Thread: Need help with adding new building to BI 1.6

  1. #1

    Default Need help with adding new building to BI 1.6

    As the title says, I couldn't figure out why I'm having KTM but with no error reported when trying to add entries to EDB for new buildings.

    I seperated the ports building so that it can only concentrate on trades and creates another entry for naval base (for naval vessels).

    Added separate entry in EDB for naval ports (the port buildings stays the same minus the naval stuff.

    PHP Code:
    building naval_port
    {
        
    levels warport warharbour
        
    {
            
    warport requires factions barbariancarthaginianeasternhunnomadroman, } and building_present_min_level port_buildings shipwright and resource timber
            
    {
                
    capability
                
    {
                    
    recruit "naval boats"  0  requires factions barbarian, } 
                    
    recruit "naval large boats"  0  requires factions barbarian, } 
                    
    recruit "naval boats"  0  requires factions carthaginian, } 
                    
    recruit "naval biremes"  0  requires factions eastern, } 
                    
    recruit "naval triremes"  0  requires factions eastern, } 
                    
    recruit "naval boats"  0  requires factions hun, } 
                    
    recruit "naval boats"  0  requires factions nomad, } 
                    
    recruit "naval large boats"  0  requires factions vandals, } 
                    
    recruit "naval biremes"  0  requires factions roman, } 
                    
    recruit "naval triremes"  0  requires factions roman, } 
                }
                
    construction  3 
                cost  1600 
                settlement_min city
                upgrades
                
    {
                
    warharbour
                
    }
            }
            
    warharbour requires factions barbariancarthaginianeasternhunnomadroman, } and building_present_min_level port_buildings dockyard
            
    {
                
    capability
                
    {
                    
    recruit "naval boats"  0  requires factions barbarian, } 
                    
    recruit "naval large boats"  0  requires factions barbarian, } 
                    
    recruit "naval boats"  0  requires factions carthaginian, } 
                    
    recruit "naval biremes"  0  requires factions eastern, } 
                    
    recruit "naval triremes"  0  requires factions eastern, } 
                    
    recruit "naval boats"  0  requires factions hun, } 
                    
    recruit "naval boats"  0  requires factions nomad, } 
                    
    recruit "naval large boats"  0  requires factions vandals, } 
                    
    recruit "naval biremes"  0  requires factions roman, } 
                    
    recruit "naval triremes"  0  requires factions roman, } 
                    
    recruit "naval quinquiremes"  0  requires factions roman, } 
                }
                
    construction  5 
                cost  3200 
                settlement_min large_city
                upgrades
                
    {
                }
            }
        }
        
    plugins 
        
    {
        }

    Here's the export_buildings.txt
    PHP Code:
    {naval_port_name}
    Naval Base build ships and naval vessels 

    ¬
    --------------

    {
    warport}    War Port

    {warport_desc}    DO NOT TRANSLATEWARNINGThis baseline description should never appear on screenSHIPWRIGHT

    {warport_desc_short}    DO NOT TRANSLATEWARNINGThis baseline description should never appear on screenSHIPWRIGHT

    {warport_barbarian_desc}
    A shipwright can build the bigger ships needed for a strong fleet, while the improved port facilities allow more goods to be landed at and forwarded from the settlement.\n\nAs a port growswealth flows into a province, and all manner of goods become available to the people.\n\nMilitarilythe improvements in ship-building usually lead to better ship-handling and tactics.

    {
    warport_barbarian_desc_short}
    A shipwright can build the warships needed for a strong fleet, while the improved port facilities allow more goods to be landed at and forwarded from the settlement.

    {
    warport_carthaginian_desc}
    DO 
    NOT TRANSLATEWARNINGThis text should never appear on screenSHIPWRIGHT

    {warport_carthaginian_desc_short}
    DO 
    NOT TRANSLATEWARNINGThis text should never appear on screenSHIPWRIGHT

    {warport_eastern_desc}
    A shipwright can build the warships needed for a strong fleet, while the improved port facilities allow more goods to be landed at and forwarded from the settlement.\n\nAs a port growswealth flows into a province, and all manner of goods become available to the people.\n\nMilitarilythe improvements in ship-building usually lead to better ship-handling and tactics.

    {
    warport_eastern_desc_short}
    A shipwright can build the warships needed for a strong fleet, while the improved port facilities allow more goods to be landed at and forwarded from the settlement.

    {
    warport_hun_desc}
    DO 
    NOT TRANSLATEWARNINGThis text should never appear on screenSHIPWRIGHT

    {warport_hun_desc_short}
    DO 
    NOT TRANSLATEWARNINGThis text should never appear on screenSHIPWRIGHT

    {warport_nomad_desc}
    A shipwright can build the bigger ships needed for a strong fleet, while the improved port facilities allow more goods to be landed at and forwarded from the settlement.\n\nAs a port growswealth flows into a province, and all manner of goods become available to the people.\n\nMilitarilythe improvements in ship-building usually lead to better ship-handling and tactics.

    {
    warport_nomad_desc_short}
    A shipwright can build the warships needed for a strong fleet, while the improved port facilities allow more goods to be landed at and forwarded from the settlement.

    {
    warport_roman_desc}
    A shipwright can build the warships needed for a strong fleet, while the improved port facilities allow more goods to be landed at and forwarded from the settlement.\n\nAs a port growswealth flows into a province, and all manner of goods become available to the people.\n\nMilitarilythe improvements in ship-building usually lead to better ship-handling and tactics.

    {
    warport_roman_desc_short}
    A shipwright can build the warships needed for a strong fleet, while the improved port facilities allow more goods to be landed at and forwarded from the settlement.

    ¬--------------

    {
    warharbour}    War Harbour

    {warharbour_desc}    DO NOT TRANSLATEWARNINGThis baseline description should never appear on screenDOCKYARD

    {warharbour_desc_short}    DO NOT TRANSLATEWARNINGThis baseline description should never appear on screenDOCKYARD

    {warharbour_barbarian_desc}
    A dockyard has the skilled craftsmen needed to construct the best ship designs available, while the port can speedily handle many merchant vessels.\n\nLocal merchants can easily send their cargoes to almost any port in the worldadding greatly to the wealth of the cityIn return exotic goods from all over the world pass through these docks.

    {
    warharbour_barbarian_desc_short}
    A dockyard has the skilled craftsmen needed to construct the largest and most advanced warships afloat, while the port can speedily handle many merchant vessels.

    {
    warharbour_carthaginian_desc}
    DO 
    NOT TRANSLATEWARNINGThis text should never appear on screenDOCKYARD

    {warharbour_carthaginian_desc_short}
    DO 
    NOT TRANSLATEWARNINGThis text should never appear on screenDOCKYARD

    {warharbour_eastern_desc}
    A dockyard has the equipment and skilled craftsmen needed to construct the largest and most advanced warships afloat, while the port can speedily handle many merchant vessels.\n\nThe city's merchants can easily send their cargoes to almost any port in the world, adding greatly to the wealth of the city. In return exotic goods from all over the world pass through the docks.\n\nThe dockyard can produce any warship required by the fleet, and provide the crews of slave rowers required by these large and powerful ships.

    {warharbour_eastern_desc_short}
    A dockyard has the equipment and skilled craftsmen needed to construct the largest and most advanced warships afloat, while the port can speedily handle many merchant vessels.

    {warharbour_hun_desc}
    DO NOT TRANSLATE! WARNING! This text should never appear on screen! DOCKYARD

    {warharbour_hun_desc_short}
    DO NOT TRANSLATE! WARNING! This text should never appear on screen! DOCKYARD

    {warharbour_nomad_desc}
    DO NOT TRANSLATE! WARNING! This text should never appear on screen! DOCKYARD

    {warharbour_nomad_desc_short}
    DO NOT TRANSLATE! WARNING! This text should never appear on screen! DOCKYARD

    {warharbour_roman_desc}
    A dockyard has the equipment and skilled craftsmen needed to construct the largest and most advanced warships afloat, while the port can speedily handle many merchant vessels.\n\nThe city'
    s merchants can easily send their cargoes to almost any port in the worldadding greatly to the wealth of the cityIn return exotic goods from all over the world pass through the docks.\n\nThe dockyard can produce any warship required by the fleet, and provide the crews of slave rowers required by these large and powerful ships.

    {
    warharbour_roman_desc_short}
    A dockyard has the equipment and skilled craftsmen needed to construct the largest and most advanced warships afloat, while the port can speedily handle many merchant vessels
    I also added the UI's to the corresponding culture folders. When I deleted (commented it) this entry the game runs fine, but when add back them again, it KTM when try to load the game (after taking for some time) but when quitting no error reported (usually it'll show whar error in EDB when this KTM thing happened.

    Anyone had any ideas ? If anyone want to see I can upload the whole thing (not so big, just the barest files included)
    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.

  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

    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.
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  3. #3

    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.
    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
    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.
    Not used mods before? Looking for something small and fun?!
    Download the:

  5. #5

    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.

  6. #6
    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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