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  1. #1

    Default Trouble Creating New Buildings

    I'm trying to create some new buildings to allow factions to recruit their own units outside of their ZOR's. The description files seem in order and don't cause a crash, but everytime I drop in the new EDB the game CTD's before reching a selection screen.
    Here's the part of the EDB I added, does anyone see anything wrong with it?


    building warcollege
    {
    levels military_school military_college
    {
    military_school requires factions { barbarian, carthaginian, eastern, parthia, egyptian, greek, roman, } and building_present_min_level militia_barracks
    {
    capability
    {
    recruit "carthaginian infantry" 0 requires factions { spain, }
    recruit "warband sword briton" 0 requires factions { britons, }
    recruit "warband sword gaul" 0 requires factions { gauls, }
    recruit "warband axe german" 0 requires factions { germans, }
    recruit "warband falx dacian" 0 requires factions { dacia, }
    recruit "barb horse archers scythian" 0 requires factions { scythia, }
    recruit "numidian javelinmen" 2 requires factions { numidia, }
    recruit "carthaginian medium infantry" 0 requires factions { carthage, }
    recruit "east hillmen" 0 requires factions { pontus, }
    recruit "east hillmen" 0 requires factions { armenia, }
    recruit "east hillmen" 0 requires factions { parthia, }
    recruit "egyptian nile infantry" 0 requires factions { egyptian, }
    recruit "greek hoplite" 0 requires factions { greek_cities, }
    recruit "greek levy pikemen" 0 requires factions { macedon, }
    recruit "greek levy pikemen" 0 requires factions { seleucid, }
    recruit "roman hastati" 0 requires factions { roman, } and not marian_reforms
    recruit "roman infantry auxillia" 0 requires factions { roman, } and marian_reforms
    }
    construction 4
    cost 2000
    settlement_min city
    upgrades
    {
    military_college
    }
    }
    military_college requires factions { barbarian, carthaginian, eastern, parthia, egyptian, greek, roman, } and building_present_min_level city_barracks
    {
    capability
    {
    recruit "carthaginian infantry" 0 requires factions { spain, }
    recruit "spanish scutarii" 0 requires factions { spain, }
    recruit "warband sword briton" 0 requires factions { britons, }
    recruit "warband sword gaul" 0 requires factions { gauls, }
    recruit "warband axe german" 0 requires factions { germans, }
    recruit "warband falx dacian" 0 requires factions { dacia, }
    recruit "barb horse archers scythian" 0 requires factions { scythia, }
    recruit "barb warguard gaul" 0 requires factions { gauls, }
    recruit "barb warguard briton" 0 requires factions { britons, }
    recruit "barb warguard dacian" 0 requires factions { dacia, }
    recruit "warband dhaxe german" 0 requires factions { germans, }
    recruit "warband axe scythian" 1 requires factions { scythia, }
    recruit "numidian javelinmen" 2 requires factions { numidia, }
    recruit "carthaginian medium infantry" 0 requires factions { carthage, }
    recruit "numidian desert warriors" 1 requires factions { numidia, }
    recruit "carthaginian heavy infantry" 0 requires factions { carthage, }
    recruit "east hillmen" 0 requires factions { pontus, }
    recruit "east hillmen" 0 requires factions { armenia, }
    recruit "east hillmen" 2 requires factions { parthia, }
    recruit "east heavy infantry" 0 requires factions { armenia, }
    recruit "east hoplite" 0 requires factions { pontus, }
    recruit "egyptian nile infantry" 0 requires factions { egyptian, }
    recruit "egyptian infantry" 0 requires factions { egyptian, }
    recruit "greek hoplite" 0 requires factions { greek_cities, }
    recruit "greek levy pikemen" 0 requires factions { macedon, }
    recruit "greek levy pikemen" 0 requires factions { seleucid, }
    recruit "greek pikemen" 0 requires factions { macedon, }
    recruit "greek pikemen" 0 requires factions { seleucid, }
    recruit "greek hoplite elite" 0 requires factions { greek_cities, }
    recruit "roman hastati" 0 requires factions { roman, } and not marian_reforms
    recruit "roman infantry auxillia" 0 requires factions { roman, } and marian_reforms
    recruit "roman princeps" 0 requires factions { roman, } and not marian_reforms
    recruit "roman legionary cohort i" 0 requires factions { roman, } and marian_reforms
    }
    construction 6
    cost 3000
    settlement_min large_city
    upgrades
    {
    }
    }
    }
    plugins
    {
    }
    }
    building horsemanship
    {
    levels equestrian_school equestrian_college
    {
    equestrian_school requires factions { barbarian, carthaginian, eastern, parthia, egyptian, greek, roman, } and building_present_min_level stables
    {
    capability
    {
    recruit "carthaginian warhounds" 0 requires factions { spain, }
    recruit "carthaginian cavalry" 0 requires factions { spain, }
    recruit "merc barbarian cavalry" 0 requires factions { britons, }
    recruit "barb cavalry gaul" 0 requires factions { gauls, }
    recruit "barb cavalry german" 0 requires factions { germans, }
    recruit "barb cavalry dacian" 0 requires factions { dacia, }
    recruit "barb cavalry scythian" 0 requires factions { scythia, }
    recruit "barb wardogs briton" 0 requires factions { britons, }
    recruit "barb wardogs dacian" 0 requires factions { dacia, }
    recruit "barb wardogs gaul" 0 requires factions { gauls, }
    recruit "barb wardogs german" 0 requires factions { germans, }
    recruit "barb wardogs scythian" 0 requires factions { scythia, }
    recruit "carthaginian cavalry" 0 requires factions { carthage, }
    recruit "numidian cavalry" 0 requires factions { numidia, }
    recruit "east cavalry" 0 requires factions { pontus, }
    recruit "east horse archer" 0 requires factions { armenia, }
    recruit "east horse archer" 0 requires factions { parthia, }
    recruit "egyptian nubian cavalry" 0 requires factions { egyptian, }
    recruit "greek light lancer" 0 requires factions { macedon, }
    recruit "greek cavalry" 0 requires factions { greek_cities, }
    recruit "greek cavalry" 0 requires factions { seleucid, }
    recruit "roman wardogs" 0 requires factions { roman, }
    }
    construction 4
    cost 2000
    settlement_min city
    upgrades
    {
    equestrian_college
    }
    }
    equestrian_college requires factions { barbarian, carthaginian, eastern, parthia, egyptian, greek, roman, } and building_present_min_level cavalry_barracks
    {
    capability
    {
    recruit "carthaginian warhounds" 0 requires factions { spain, }
    recruit "carthaginian cavalry" 0 requires factions { spain, }
    recruit "carthaginian medium cavalry" 0 requires factions { spain, }
    recruit "merc barbarian cavalry" 0 requires factions { britons, }
    recruit "barb cavalry gaul" 0 requires factions { gauls, }
    recruit "barb cavalry german" 0 requires factions { germans, }
    recruit "barb cavalry dacian" 0 requires factions { dacia, }
    recruit "barb cavalry scythian" 0 requires factions { scythia, }
    recruit "barb wardogs briton" 0 requires factions { britons, }
    recruit "barb wardogs dacian" 0 requires factions { dacia, }
    recruit "barb wardogs gaul" 0 requires factions { gauls, }
    recruit "barb wardogs german" 0 requires factions { germans, }
    recruit "barb wardogs scythian" 0 requires factions { scythia, }
    recruit "barb chariot heavy briton" 0 requires factions { britons, }
    recruit "barb noble cavalry gaul" 0 requires factions { gauls, }
    recruit "barb gothic cavalry german" 0 requires factions { germans, }
    recruit "barb noble cavalry dacian" 0 requires factions { dacia, }
    recruit "barb scythian nobles scythian" 0 requires factions { scythia, }
    recruit "carthaginian cavalry" 0 requires factions { carthage, }
    recruit "numidian cavalry" 0 requires factions { numidia, }
    recruit "carthaginian medium cavalry" 0 requires factions { carthaginian, }
    recruit "carthaginian elephant forest" 0 requires factions { carthage, } and resource elephants
    recruit "numidian camel riders" 0 requires factions { numidia, } and resource camels
    recruit "east cavalry" 0 requires factions { pontus, }
    recruit "east horse archer" 0 requires factions { armenia, }
    recruit "east horse archer" 0 requires factions { parthia, }
    recruit "east heavy cavalry" 0 requires factions { pontus, }
    recruit "east persian cavalry" 0 requires factions { parthia, }
    recruit "east cataphract archer" 0 requires factions { armenia, }
    recruit "egyptian cavalry" 0 requires factions { egyptian, }
    recruit "egyptian nubian cavalry" 0 requires factions { egyptian, }
    recruit "greek light lancer" 0 requires factions { macedon, }
    recruit "greek cavalry" 0 requires factions { greek_cities, }
    recruit "greek cavalry" 0 requires factions { seleucid, }
    recruit "greek medium cavalry" 0 requires factions { seleucid, }
    recruit "greek medium cavalry" 0 requires factions { greek_cities, macedon, }
    recruit "greek elephant small" 0 requires factions { seleucid, } and resource elephants
    recruit "roman cavalry auxillia" 0 requires factions { roman, }
    recruit "roman wardogs" 0 requires factions { roman, }
    }
    construction 6
    cost 3000
    settlement_min large_city
    upgrades
    {
    }
    }
    }
    plugins
    {
    }
    }
    building balistics
    {
    levels missileer_school missileer_college
    {
    missileer_school requires factions { barbarian, carthaginian, eastern, parthia, egyptian, greek, roman, } and building_present_min_level practice_field
    {
    capability
    {
    recruit "carthaginian peltast" 0 requires factions { spain, }
    recruit "barb peltast gaul" 0 requires factions { gauls, }
    recruit "barb peltast german" 0 requires factions { germans, }
    recruit "barb slinger briton" 0 requires factions { britons, }
    recruit "barb archer dacian" 0 requires factions { dacia, }
    recruit "barb archer scythian" 0 requires factions { scythia, }
    recruit "carthaginian peltast" 0 requires factions { carthage, }
    recruit "carthaginian archer" 0 requires factions { numidia, }
    recruit "east peltast" 0 requires factions { pontus, }
    recruit "east peltast" 0 requires factions { armenia, }
    recruit "east slinger" 0 requires factions { parthia, }
    recruit "egyptian peltast" 0 requires factions { egyptian, }
    recruit "egyptian slingers" 0 requires factions { egyptian, }
    recruit "egyptian archer" 0 requires factions { egyptian, }
    recruit "greek peltast" 0 requires factions { seleucid, }
    recruit "greek peltast" 0 requires factions { greek_cities, macedon, }
    recruit "roman velite" 0 requires factions { roman, }
    }
    construction 4
    cost 2000
    settlement_min city
    upgrades
    {
    missileer_college
    }
    }
    missileer_college requires factions { barbarian, carthaginian, eastern, parthia, egyptian, greek, roman, } and building_present_min_level archery_range
    {
    capability
    {
    recruit "carthaginian slinger" 0 requires factions { spain, }
    recruit "carthaginian peltast" 0 requires factions { spain, }
    recruit "barb peltast gaul" 0 requires factions { gauls, }
    recruit "barb peltast german" 0 requires factions { germans, }
    recruit "barb slinger briton" 0 requires factions { britons, }
    recruit "barb archer dacian" 0 requires factions { dacia, }
    recruit "barb archer scythian" 0 requires factions { scythia, }
    recruit "warband archer german" 0 requires factions { germans, }
    recruit "warband archer dacian" 0 requires factions { dacia, }
    recruit "warband archer scythian" 0 requires factions { scythia, }
    recruit "warband archer gaul" 0 requires factions { gauls, }
    recruit "warband huntsman briton" 0 requires factions { britons, }
    recruit "carthaginian peltast" 0 requires factions { carthage, }
    recruit "carthaginian archer" 2 requires factions { numidia, }
    recruit "carthaginian slinger" 0 requires factions { carthaginian, }
    recruit "east peltast" 0 requires factions { pontus, }
    recruit "east peltast" 0 requires factions { armenia, }
    recruit "east slinger" 0 requires factions { parthia, }
    recruit "east archer" 0 requires factions { pontus, }
    recruit "east archer" 0 requires factions { armenia, }
    recruit "east archer" 0 requires factions { parthia, }
    recruit "egyptian peltast" 0 requires factions { egyptian, }
    recruit "egyptian slingers" 0 requires factions { egyptian, }
    recruit "egyptian archer" 0 requires factions { egyptian, }
    recruit "greek peltast" 0 requires factions { seleucid, }
    recruit "greek peltast" 0 requires factions { greek_cities, macedon, }
    recruit "greek archer" 0 requires factions { seleucid, }
    recruit "greek archer" 0 requires factions { greek_cities, macedon, }
    recruit "roman velite" 0 requires factions { roman, }
    recruit "roman slingers" 0 requires factions { roman, } and not marian_reforms
    recruit "roman archer" 0 requires factions { roman, } and marian_reforms
    }
    construction 6
    cost 3000
    settlement_min large_city
    upgrades
    {
    }
    }
    }
    plugins
    {
    }
    }

    I'm using one of the TWC tutorials, I've set up the graphics and descriptions already, but are their any other files that a building needs to be defined in.

    Any help would be apreciated.

    P.S. I couldn't find a good manual tutorial at the .org just the one for hadrians tool which I didn't want to use. Is their one?
    PatWest the 'Intermediate Level Modder'

  2. #2
    Finder of Little Oddities Senior Member Makanyane's Avatar
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    Default Re: Trouble Creating New Buildings

    Try it without giving any of the new buildings to 'carthaginian' culture there is apparently a general problem with that which normally results in KTM.
    See posts #136 and #137 of this thread
    https://forums.totalwar.org/vb/showt...t=50039&page=7
    (and please ignore the posts with me making a complete **** of myself)

    I'm not sure if there is a complete solution to this - I got in such a mess I gave up using Carthaginian in my mod!
    Not used mods before? Looking for something small and fun?!
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  3. #3
    Axebitten Modder Senior Member Dol Guldur's Avatar
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    Default Re: Trouble Creating New Buildings

    Yep, carthaginian will kick you back (and sometimes CTD I believe) if you put it in new buildings, or even if you add to higher levels in vanilla buildings; playing around with the DUB file can fix the latter though not the former.
    "One of the most sophisticated Total War mods ever developed..."

  4. #4

    Default Re: Trouble Creating New Buildings

    Thanks guys,

    It turns out you were partially correct and thats all I needed to fix the problem. When I removed the Carthaginian faction and fired it up it crashed but this time I got an error message. I forgot to put the building before the level 'and building_present_min_level barracks militia_barracks'. After fixing that it fired up fine. I then added first Carthage and then Carthaginian back in and it worked fine.

    Now I have two more questions if you don't mind.

    1) In the building browser I'm getting 'Placeholder string for thread 4' and 5,6 as the descriptions for the 3 building tree's. Where do I correct this?

    2) The Carthaginians, and possibly other factions, are using a combination of different graphics. If I make faction specific graphics and create the folders for them in UI, will that show up in game?

    Makanyane, I didn't have to read that post so I have no idea how big a fool you made of yourself but I've certainly done it to myself on more than one occasion.
    PatWest the 'Intermediate Level Modder'

  5. #5
    Finder of Little Oddities Senior Member Makanyane's Avatar
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    Default Re: Trouble Creating New Buildings

    To double check, before you decide its definitely working, have you tried it after deleting /re-naming your map.rwm - (in case you need to do that in future). Some EDB changes don't show up properly until thats done (despite not actually changing resource positions on map).

    1. Text links i thought only came from data/export_descr_buildings_enums.txt
    and data/text/export_buildings.txt do those both have correct descr and descr_short lines?

    2. From what I can see, buildings and portraits have to go in culture specific folders in UI. Whereas unit cards etc have faction specific folders under UI/units etc. If there is any work around to get everything faction specific I too would be very interested.
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  6. #6
    Axebitten Modder Senior Member Dol Guldur's Avatar
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    Default Re: Trouble Creating New Buildings

    Are you saying you have carthaginian listed as a requisitie culture for a new building? I have never got that to work (though I've only tried in BI).

    You need to add the _name tags at the top of the EB file in order to get the thread text in-game. It is the name of your new building complex plus that suffix.

    faction_specific images require faction-specific buildings otherwise they will sort by culture I believe. This is because the game is hardcoded to use the image of that culture which bears the same code name as the building level.
    "One of the most sophisticated Total War mods ever developed..."

  7. #7

    Default Re: Trouble Creating New Buildings

    Quote Originally Posted by Makanyane
    To double check, before you decide its definitely working, have you tried it after deleting /re-naming your map.rwm - (in case you need to do that in future). Some EDB changes don't show up properly until thats done (despite not actually changing resource positions on map).
    I've never know that to be the case. Every change I've ever made outside of the campaign folder worked without deleting map.rwm, in fact, they took effect immediately on saved games.

    1. Text links i thought only came from data/export_descr_buildings_enums.txtand data/text/export_buildings.txt do those both have correct descr and descr_short lines?
    When I right click on building icons all the descriptions for the buildings are correct. It works just like adding descriptions for units. The building browser window on the other hand doesn't have names in front of the building tree's for each, 3, strings of buildings I created. Their must be another text file just for the building browser window.

    2. From what I can see, buildings and portraits have to go in culture specific folders in UI. Whereas unit cards etc have faction specific folders under UI/units etc. If there is any work around to get everything faction specific I too would be very interested.
    On this question it's just that many cultures don't have their own building folder and share different tga's from other cultures. Carthage the only one other than the romans I've checked so far never had any tga's. It is using the Roman one for the building icon and the Eastern one for the constructed tga.
    PatWest the 'Intermediate Level Modder'

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