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  1. #1

    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.

  2. #2
    Member Member irishron2004's Avatar
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    Default Re: Buildings for both town & castle

    Would this work for stables? Instead of just building equestrian, having building equestrian_castle and building equestrian_city with the appropriate convert_to lines?

    Edit: Tried it and my efforts say no. How did you do the boyer path?
    Last edited by irishron2004; 01-10-2007 at 05:04.

  3. #3
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: Buildings for both town & castle

    Quote Originally Posted by irishron2004
    Would this work for stables? Instead of just building equestrian, having building equestrian_castle and building equestrian_city with the appropriate convert_to lines?

    Edit: Tried it and my efforts say no. How did you do the boyer path?
    That should work. Did you add the appropriate entries to the text folder?

  4. #4
    Member Member irishron2004's Avatar
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    Default Re: Buildings for both town & castle

    I am trying to mod The Long Road mod. I do have the game unpacked so I have access to the unmodified files. The only thing I did in the EDB was make another "building equestrian" entry and named one " building equestrian_castle" and the other "building equestrian_city" with the convert_to lines for each. I edited the equestrian entries in descr_srtat to match.
    What I get for my efforts in the system.log.txt is "[data. invalid] [error] Building load failed as id "equestrian" not recognized" on four entries.
    Sorry for the handholding, but to which files in the text folder are you referring?

  5. #5
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: Buildings & Settlements

    I'm referring to export_buildings.txt
    That error message is a bit strange though, do a windows search for files containing "equestrian" to get an idea of what you need to change.

  6. #6
    Member Member irishron2004's Avatar
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    Default Re: Buildings & Settlements

    I tried a quick edit of the export_buildings.txt with the same results. The error message i listed earlier happened when I tried to load a saved game. The changes so far are not save compatible. Looks like I have my work cut out for me on my next weekend. This will probably include the unit card folders.

  7. #7
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: Buildings & Settlements

    No, they're not save-game compatible. I should maybe mention that somewhere in a tutorial. You can basically assume that most things you mod will not be save-game compatible (everything that is is an anomaly ;))

    The error crops up because settlements say they have a building called "equestrian", but since you removed that, the game doesn't know what to make of it.

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