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Thread: Roads

  1. #1
    Armoured Hoplite Fanatic Member germanpeon's Avatar
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    Question Roads

    Hi everyone. I have a question: How do you mod in paved roads for factions that cant normally build them? Is it even possible, or is it one of those "hard-coded" things Ive heard about?

  2. #2
    Member Member shadowarmy75's Avatar
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    Default Re: Roads

    I think certain cultures are limited to certain buildings so you may have to change the culture which just messes everything up.
    "Get Down Or Lay Down"-Beans
    "A disorderly mob is no more an army than a pile of building materials is a house"-Socrates

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  3. #3
    Bibliophilic Member Atilius's Avatar
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    Default Re: Roads

    Quote Originally Posted by germanpeon
    How do you mod in paved roads for factions that cant normally build them?
    Data\export_descr_buildings.txt, find the line

    Code:
            paved_roads requires factions { carthaginian, egyptian, greek, roman, }
    You need to add the appropriate faction or culture tag. For example:

    Code:
            paved_roads requires factions { carthaginian, egyptian, greek, roman, germans, }
    or:

    Code:
            paved_roads requires factions { carthaginian, egyptian, greek, roman, barbarian, }
    Last edited by Atilius; 02-09-2007 at 04:09.
    The truth is the most valuable thing we have. Let us economize it. - Mark Twain



  4. #4
    Anything that isn't 'member' Member Squid's Avatar
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    Default Re: Roads

    especially if adding higher level building for barbarian faction be careful that the images required for the building actually exist (if you have BI all the images are there already and can be copied).

    -Trait/Ancillary/Building Editor

    "Two things are infinite: the universe and human stupidity;
    and I'm not sure about the universe." -----Albert Einstein

  5. #5
    Bibliophilic Member Atilius's Avatar
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    Default Re: Roads

    Squid is correct. I chose not to mention the issue because (1) I think road images are OK and (2) I can't remember how to deal with the problem if it crops up.

    If you have trouble with road images, post here and we'll figure out how to fix them.
    The truth is the most valuable thing we have. Let us economize it. - Mark Twain



  6. #6
    Armoured Hoplite Fanatic Member germanpeon's Avatar
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    Default Re: Roads

    Thanks. What you guys said kind of worries me, so I think I wont try it for fear of messing the game up. Maybe someone else has done it successfuly and will post here saying its safe though.

  7. #7
    Finder of Little Oddities Senior Member Makanyane's Avatar
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    Default Re: Roads

    You should be fine giving barbarians ownership of existing roads / buildings, just follow Atilius's example. Make a back up copy of your export_descr_buildings.txt first, what you are doing is not particularly difficult - it's just good practice to do that anyway.

    What they are referring to as 'road images' is just what is displayed in the browser telling you what can be or is already built in a city. If you don't have correct image for that, for barbarians you'll just see something that looks like the roman barracks there instead. The actual road that gets built on the campaign map will work fine.

    If you're using BI the barbarian culture already has necessary images for paved_roads (but not highways) in RTW it doesn't, that can be fixed but if you don't have BI you need to unpack the data/packs folders to get access to pictures to copy. Post again if you'd like instructions on doing that (and say which game/s you have).
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