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  1. #6

    Default Buildings for both town & castle

    Looking at the EDB, it seems that all vanilla buildings which exist in both types of settlement and are not destroyed on conversion actually have separate buildings paths defined.

    e.g.

    Code:
    building hinterland_roads
    {
        convert_to hinterland_castle_roads
        levels roads paved_roads 
        {
            roads city requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, } 
            {
                convert_to 0
                capability
                {
                    road_level 0
                }
                material wooden
                construction  1 
                cost  400 
                settlement_min town
                upgrades
                {
                    paved_roads
                }
            }
            paved_roads city requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, } 
            {
                convert_to 1
                capability
                {
                    road_level 1
                }
                material wooden
                construction  3 
                cost  1200 
                settlement_min city
                upgrades
                {
                }
            }
        }
        plugins 
        {
        }
    }
    building hinterland_castle_roads
    {
        convert_to hinterland_roads
        levels c_roads c_paved_roads 
        {
            c_roads castle requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, } 
            {
                convert_to 0
                capability
                {
                    road_level 0
                }
                material wooden
                construction  1 
                cost  400 
                settlement_min town
                upgrades
                {
                    c_paved_roads
                }
            }
            c_paved_roads castle requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, } 
            {
                convert_to 1
                capability
                {
                    road_level 1
                }
                material wooden
                construction  3 
                cost  1200 
                settlement_min city
                upgrades
                {
                }
            }
        }
        plugins 
        {
        }
    }
    Note the "convert_to" lines - the first, immediately before the 'levels' declaration, signifies the parallel settlement type building path. The 'convert_to' lines under each building can be either the name of a building in the other settlement type building path, or the index number (base 0) of the comparable building type when defined before 'levels'.


    Although I didn't see an existing example on a quick glance through the file, there is another way a building can be built in both settlement types and not destroyed on conversion - simply don't put "town" or "castle" after the building name / before 'requires factions'. I've done this with the bowyer-path and it works fine. What doesn't work, is to have some later levels specific to one settlement or the other; once the entry level building is available, it appears all upgrades can be made (and recruited from), whether the EDB says "castle" after the upgrade or not.


    EDIT: Sorry, feel free to merge into the 'Buildings and Settlements' thread I noticed immediately after finishing the post. :)
    Last edited by redmark; 12-05-2006 at 00:01.

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