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  1. #1
    EB annoying hornet Member bovi's Avatar
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    Default Re: An idea to fix the trading ports

    Sorry for not reading your post well enough. You could make the coastal clearing a part of the river port complex, however then you wouldn't be able to create ports anywhere except where there are rivers (or make it possible to make river ports everywhere coastal). This is obviously not desirable.

    I don't think we will revisit the port mechanics for EB1, but you could create a minimod if you can think of a way around this problem and would like to implement it.

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  2. #2
    Member Member Puupertti Ruma's Avatar
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    Default Re: An idea to fix the trading ports

    Quote Originally Posted by bovi View Post
    Sorry for not reading your post well enough. You could make the coastal clearing a part of the river port complex, however then you wouldn't be able to create ports anywhere except where there are rivers (or make it possible to make river ports everywhere coastal). This is obviously not desirable.

    I don't think we will revisit the port mechanics for EB1, but you could create a minimod if you can think of a way around this problem and would like to implement it.
    Ah, I wasn't aware of that... I actually have modded RTW very little and this was my first feeble venture to the EDB. Well, I have to see if there is another possibility.

    Maybe making the river port a level 2 building in the river_port complex and the coastal clearing the level 1 building, making it in fact a "Clearing for a port". So you'd have to build first a clearing for your port, and in a inland region you would upgrade the Clearing to a Riverport, and in a coastal region it would upgrade to the first level port. I am under the impression that once you have the level 1 building from a complex, you can upgrade it to order it to upgrade to 2 different buildings, and with hidden_resource conditionals make the above work.

    So, as a schematic it would go something like this.
    Code:
    port_buildings complex levels: port, shipwright, dockyard
    river_port complex levels: coast, riverport, portup, shipwrightup
    
    Trees:
    coast >=[river]=> riverport
             >=> port >=> portup >=> shipwright >=> shipwrightup >=> dockyard
                         >=[tradeport]=>                     >=[bigport]=>
    
    And old:
    coast >=> port >=[tradeport]=> shipwright >=[bigport]=> dockyard
                                           >=>  portup                 >=> shipwrightup
    Hope you can decipher what I try to say with the above...

    Quote Originally Posted by bovi View Post
    I don't think we will revisit the port mechanics for EB1, but you could create a minimod if you can think of a way around this problem and would like to implement it.
    I see what I can do, and if it works, and you guys want to use it in official EB, I would be very happy. Well, of to modding!
    Call me Ruma. Puupertti Ruma.

  3. #3
    Member Member Puupertti Ruma's Avatar
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    Default Re: An idea to fix the trading ports

    I've been modding this now and I hit an error message of which I can't get past. The error displays as follows:

    Generic Error:
    Building descriptions: unregognised building level 'coast' of type 'port_building' found at line 1381 column 192.

    I edited the eb/data/text/export_buildings.txt and moved the descriptions of coast, portup and shipwrightup to the river_port section of the file. There shouldn't be any 'coast' level at the 'port_building' complex. I even tried deleting the map.rwm. Still same error.

    I am at loss here. What file does the error file refer to?
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  4. #4
    EBII Mod Leader Member Foot's Avatar
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    Default Re: An idea to fix the trading ports

    Some other building or capability is referring to the "port_building coast" level in the EDB. You need to search for "port_building coast" and change it to "port_building port" or "river_port coast".

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  5. #5
    Member Member Puupertti Ruma's Avatar
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    Default Re: An idea to fix the trading ports

    Thank you, that helped. Apparently the greek caravan building has the coastal clearing as a NOT conditional.
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  6. #6

    Default Re: An idea to fix the trading ports

    But. How are you going to tackle river-ports located in regions with ordinary ports; such as the region around Gawjam~Habukoz or Gawjam~Heruskoz?

    Far as I know...
    Code:
    clearing: lvl0
      |-> seaport: lvl1
              | // this upgrade is one-way; if someone upgraded lvl0 to lvl2 he'd be unable to upgrade to lvl1 afterwards!
      |-> rivport: lvl2
    Which would make further upgrades of lvl1 to lvl3 and lvl2 to lvl4 somewhat... difficult.
    Last edited by Tellos Athenaios; 08-14-2008 at 15:50.
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  7. #7
    Member Member Puupertti Ruma's Avatar
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    Default Re: An idea to fix the trading ports

    Well, I was under the impression that river resource was used only in inland regions to compensate the lack of sea trade, so I actually thought that EB doesn't have river resource at coastal regions. Thanks for bringing this up. *bow*
    I tried to check this from your maps Tellos, but you haven't done a map with the river resource. Could you please? :) It would help and I am under the impression that it's pretty easy to do for you the map maker being automated and all.

    The work around for having both the river and a coast, would of course be to delete the river hidden resource from all coastal regions. It's more work for me, but it would eliminate the problem you presented. I reckon the usually huge amount of income that you gain from sea trade is more than enough without the added bonus of riverport. So instead of making 1300 a turn in trade, you'd only make 1200 a turn. Not a game ruining loss I'd say ;)

    :edit: Ah, forgot to say that I've made progress, and got the system working. Now I have to do balancing and write some insctructions to the building descriptions and put coastal clearings to all settlements with ports and take the river resources from coastal squares. But as I said the system works in game. Due to work packed weekend I can release this as a minimod earliest at monday or tuesday, might take a lot longer though.
    Last edited by Puupertti Ruma; 08-15-2008 at 11:15.
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