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 { barbarian, carthaginian, eastern, hun, nomad, roman, } 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 { barbarian, carthaginian, eastern, hun, nomad, roman, } 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 TRANSLATE! WARNING! This baseline description should never appear on screen! SHIPWRIGHT
{warport_desc_short} DO NOT TRANSLATE! WARNING! This baseline description should never appear on screen! SHIPWRIGHT
{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 grows, wealth flows into a province, and all manner of goods become available to the people.\n\nMilitarily, the 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 TRANSLATE! WARNING! This text should never appear on screen! SHIPWRIGHT
{warport_carthaginian_desc_short}
DO NOT TRANSLATE! WARNING! This text should never appear on screen! SHIPWRIGHT
{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 grows, wealth flows into a province, and all manner of goods become available to the people.\n\nMilitarily, the 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 TRANSLATE! WARNING! This text should never appear on screen! SHIPWRIGHT
{warport_hun_desc_short}
DO NOT TRANSLATE! WARNING! This text should never appear on screen! SHIPWRIGHT
{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 grows, wealth flows into a province, and all manner of goods become available to the people.\n\nMilitarily, the 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 grows, wealth flows into a province, and all manner of goods become available to the people.\n\nMilitarily, the 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 TRANSLATE! WARNING! This baseline description should never appear on screen! DOCKYARD
{warharbour_desc_short} DO NOT TRANSLATE! WARNING! This baseline description should never appear on screen! DOCKYARD
{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 world, adding greatly to the wealth of the city. In 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 TRANSLATE! WARNING! This text should never appear on screen! DOCKYARD
{warharbour_carthaginian_desc_short}
DO NOT TRANSLATE! WARNING! This text should never appear on screen! DOCKYARD
{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 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_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)
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