Results 1 to 30 of 269

Thread: The Complete EDB Guide - discussion

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default Re: The Complete EDB Guide - discussion

    Ok, I did a quick bit of testing. I found that the format "building requires x and not hidden_resource y" would not show up in the building browser, but "building requires x and hidden_resource dummyHR or not hidden_resource y" would show up. Functionality appears to be the same for both formats. This did not work for building level requirements, but a dummy building might work in that case, in analogy to the dummy HR.

    Expand your borders, a mod based on XGM 5.

  2. #2

    Default Re: The Complete EDB Guide - discussion

    Quote Originally Posted by PatricianS View Post
    Oh btw, you can make it look a bit more easy by simply using:
    upgrades
    {
    won1_god2 requires factions { all, } and hidden_resource not_here
    }
    Although this reply concerning the statement is a bit late, its better than nothing. I have found that the upgrade code provided by PatricianS above seems to work, even if the main building lines does not have all the factions, i.e. using the above example, the building line shown below will still function and no error is reported:
    won1_god2 requires factions { romans_ julii, } ;and other conditions

    The only problem is that the building may not appear on the building browser because the conditions may not suit the format as stated by CaesarVincens below:

    Quote Originally Posted by CaesarVincens View Post
    Ok, I did a quick bit of testing. I found that the format "building requires x and not hidden_resource y" would not show up in the building browser, but "building requires x and hidden_resource dummyHR or not hidden_resource y" would show up. Functionality appears to be the same for both formats. This did not work for building level requirements, but a dummy building might work in that case, in analogy to the dummy HR.
    Using a dummy building in the upgrades should provide similar benefits to the coding above (regarding culture break, building gap n stuff in my earlier post) AND will allow the 'building' to be present in the building browser.

    upgrades
    {
    ;GENUINE upgrade lines - it is better for hidden resources to be used here
    building_name requires factions { all, } and hidden_resource x and not hidden_resource y ;and blah blah
    ;to allow building browser to display buildings EVERYWHERE irregardless of eligibility I guess - I view this option as a better alternative than not having a building browser at all.
    building_name requires factions { all, } and building_present_min_level dummy dummy1 ;or building_present dummy depending on the building constraits, as dummy 1 can be any vacant and unreachable level in any building tree like the smiths, mines or roads or whatever.
    }
    ;Actual building line - it is advisable to use building_present/_min_level here to allow players to see requirements
    building_name requires factions { all, } and building_present_min_level market market

    Again, pertaining to upgrade coding to display buildings in the building browser,
    I am not sure whether a dummy hidden_resource works... i.e.
    upgrades
    {
    ;to prevent building gap error ...
    won1_god2 requires factions { all, } and hidden_resource not_here
    }

  3. #3

    Default Re: The Complete EDB Guide - discussion

    Quote Originally Posted by lim_lucky View Post
    Could you explain what you mean by - "building requires x and not hidden_resource y" would not show up in the building browser, but "building requires x and hidden_resource dummyHR or not hidden_resource y" would show up. - I'm wondering what x is, is it a building / HR?
    I think you figured this out, but by 'x' I meant any building. "dummyHR" just means a hidden resource that isn't used in descr_regions.

    Quote Originally Posted by lim_lucky View Post
    Although this reply concerning the statement is a bit late, its better than nothing. I have found that the upgrade code provided by PatricianS above seems to work, even if the main building lines does not have all the factions, i.e. using the above example, the building line shown below will still function and no error is reported:
    won1_god2 requires factions { romans_ julii, } ;and other conditions
    The only problem is that the building may not appear on the building browser because the conditions may not suit the format as stated by CaesarVincens below:



    Using a dummy building in the upgrades should provide similar benefits to the coding above (regarding culture break, building gap n stuff in my earlier post) AND will allow the 'building' to be present in the building browser.
    From my quick testing, a dummy building did not function in the same way as a dummy hidden resource, that is it did not cause the building to appear in the browser.

    upgrades
    {
    ;GENUINE upgrade lines - it is better for hidden resources to be used here
    building_name requires factions { all, } and hidden_resource x and not hidden_resource y ;and blah blah
    ;to allow building browser to display buildings EVERYWHERE irregardless of eligibility I guess - I view this option as a better alternative than not having a building browser at all.
    building_name requires factions { all, } and building_present_min_level dummy dummy1 ;or building_present dummy depending on the building constraits, as dummy 1 can be any vacant and unreachable level in any building tree like the smiths, mines or roads or whatever.
    }
    ;Actual building line - it is advisable to use building_present/_min_level here to allow players to see requirements
    building_name requires factions { all, } and building_present_min_level market market
    I haven't done any testing with using requirements in both the upgrade line and building line. My thought is that it might mess things up, otherwise if more generic requirements are used it might work. Let me know if you've tested it and anything is contrary to my thoughts. I like using a dummy building in another line so it shows up in the browser. I'll do some testing with that and see what I can get done.

    Again, pertaining to upgrade coding to display buildings in the building browser,
    I am not sure whether a dummy hidden_resource works... i.e.
    upgrades
    {
    ;to prevent building gap error ...
    won1_god2 requires factions { all, } and hidden_resource not_here
    }
    A dummy hidden resource would prevent the building from showing up unless there is an alternate requirement, even a negative one. However, it will maintain the illusion that any faction could build that level and prevent the gap error.

    It's amazing to think that RTW has been out for so long an this is still very new information!

    Expand your borders, a mod based on XGM 5.

  4. #4

    Default Re: The Complete EDB Guide - discussion

    Quote Originally Posted by CaesarVincens View Post
    I haven't done any testing with using requirements in both the upgrade line and building line. My thought is that it might mess things up, otherwise if more generic requirements are used it might work. Let me know if you've tested it and anything is contrary to my thoughts. I like using a dummy building in another line so it shows up in the browser. I'll do some testing with that and see what I can get done.
    It's amazing to think that RTW has been out for so long an this is still very new information!
    I just realized that I never tested the validity (regarding building logic/whether the building is actually buildable) of my code before posting the double requirements in both upgrade and building lines. This is mainly because I worked solely on the upgrade lines previously until I read your post regarding the building browser and then I realized a big disadvantage with it. So I just transferred all building_present requirements to the building_lines, leaving hidden_resource in upgrade lines, but I failed to test it logically although I only checked the building browser because I was "focusing" on it.

    Hence, I did a single, quick and simple test, =D. Not rigorous, but the result is reassuring so I will just "accept" that it works while I continue modding...

    ;...usual codes
    upgrades
    {
    building_name requires hidden_resource rome
    }
    }
    building_name requires factions { romans_julii, } and building_present_min_level core_building proconsuls_palace
    {
    ;...usual codes

    The building will only be buildable at places with hidden_resource rome, BUT the building will also be available in building browsers of all cities (regardless of availability of hidden_resource rome) although it cannot be built.

    Quote Originally Posted by CaesarVincens View Post
    A dummy hidden resource would prevent the building from showing up unless there is an alternate requirement, even a negative one. However, it will maintain the illusion that any faction could build that level and prevent the gap error.
    This seems to be some "exceptions" especially when factions { all, } is used throughout the building lines, I am not sure why. I have posted the roads as an example, and all the roads happen to appear on the browser except for highways2, which happens not to have factions { all, } attached to the upgrade or building lines.

    Spoiler Alert, click show to read: 
    Code:
    building hinterland_roads
    {
    levels roads paved_roads highways roads1 roads2 highways2
    {
    roads requires factions { all, }
    {
     capability
     {
     road_level 0
     }
     construction  1
     cost  1200
     settlement_min town
     upgrades
     {
    ; paved_roads requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, armenia, pontus, britons, dacia, gauls, germans, romans_brutii, romans_scipii, spain, parthia, slave, }
    ; roads1 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, armenia, pontus, britons, dacia, gauls, germans, romans_brutii, romans_scipii, spain, parthia, slave, } and hidden_resource sc or hidden_resource yu
    ; roads1 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, armenia, pontus, britons, dacia, gauls, germans, romans_brutii, romans_scipii, spain, parthia, slave, } and not hidden_resource sc and not hidden_resource yu
    ; roads1 requires factions { scythia, numidia, }
    ;to test
     paved_roads requires factions { romans_julii, } and hidden_resource rome
     paved_roads requires factions { all, } and hidden_resource not_here
     }
    }
    ;to try
    paved_roads requires factions { all, } and building_present_min_level core_building proconsuls_palace
    {
     capability
     {
     road_level 1
     }
     construction  3
     cost  2400
     settlement_min large_town
     upgrades
     {
    ;(11)civ
     highways requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, pontus, armenia, parthia, }
     roads2 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, pontus, armenia, parthia, } and building_present_min_level core_building imperial_palace and building_present_min_level market forum
    ;(7)barb civ
     highways requires factions { britons, dacia, spain, } and building_present_min_level core_building imperial_palace
     highways requires factions { germans, } and building_present_min_level agee agee3
     highways requires factions { romans_brutii, } and building_present_min_level agee agee4
     highways requires factions { gauls, romans_scipii, } and building_present_min_level agee agee6
     roads2 requires factions { britons, dacia, germans, gauls, romans_brutii, romans_scipii, spain, } and building_present_min_level core_building imperial_palace and building_present_min_level market forum
     highways requires factions { all, } and hidden_resource not_here
    ;(2)nomad
     roads2 requires factions { scythia, numidia, } and building_present_min_level core_building imperial_palace
     highways requires factions { all, } and hidden_resource not_here
     }
    }
    highways requires factions { all, }
    {
     capability
     {
     road_level 2
     }
     construction  4
     cost  4800
     settlement_min city
     upgrades
     {
     highways2 requires factions { romans_julii, } and not hidden_resource sc and not hidden_resource yu and not hidden_resource desert
     roads1 requires factions { all, } and hidden_resource not_here
     }
    }
    roads1 requires factions { all, } and resource copper or resource iron or resource lead or resource tin or resource gold or resource silver or resource amber or resource incense or resource wine or resource marble or resource grain or resource silk
    {
     capability
     {
     road_level 1
     }
     construction  9
     cost  1200
     settlement_min city
     upgrades
     {
    ;(11)civ
     roads2 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, pontus, armenia, parthia, }
    ;(7)barb civ
     roads2 requires factions { britons, dacia, spain, } and building_present_min_level core_building imperial_palace
     roads2 requires factions { germans, } and building_present_min_level agee agee3
     roads2 requires factions { germans, } and building_present_min_level core_building imperial_palace and building_present_min_level market forum and not building_present_min_level agee agee3
     roads2 requires factions { romans_brutii, } and building_present_min_level agee agee4
     roads2 requires factions { romans_brutii, } and building_present_min_level core_building imperial_palace and building_present_min_level market forum and not building_present_min_level agee agee4
     roads2 requires factions { gauls, romans_scipii, } and building_present_min_level agee agee6
     roads2 requires factions { gauls, romans_scipii, } and building_present_min_level core_building imperial_palace and building_present_min_level market forum and not building_present_min_level agee agee6
    ;(2)nomad
     roads2 requires factions { scythia, numidia, } and building_present_min_level core_building imperial_palace and building_present_min_level market nomadforum and building_present_min_level health doctor
     roads2 requires factions { all, } and hidden_resource not_here
     }
    }
    roads2 requires factions { all, } and resource copper or resource iron or resource lead or resource tin or resource gold or resource silver or resource amber or resource incense or resource wine or resource marble or resource grain or resource silk
    {
     capability
     {
     road_level 2
     }
     construction  12
     cost  2400
     settlement_min large_city
     upgrades
     {
     highways2 requires factions { romans_julii, } and not hidden_resource sc and not hidden_resource yu and not hidden_resource desert
     }
    }
    highways2 requires factions { romans_julii, } and building_present_min_level market forum and building_present_min_level academic ludus_magnus and building_present_min_level age age6
    {
     capability
     {
     road_level 3
     }
     construction  8
     cost  9600
     settlement_min huge_city
     upgrades
     {
     }
    }
    }
    plugins
    {
    }
    }


    I have some questions:
    1) Regarding road_level, I used road_level 3 and it "works" although there is no visible effects (i.e. road does not change) and there is no error reported - has anyone encountered an error or a use for road_level 3 before?
    2) There is also no bonus in trade or income whenever road is upgraded (i.e. road_level 1 to road_level 2, is that just my game acting wierd or its the norm?
    3) According to the guide:
    Trade_fleet, mine_resource, road_level, and the games, races and the four defensive effects carry no stand-alone "bonus" in the EDB file.
    what is the meaning of no stand-alone bonus? Does it mean that trade_fleet bonus 1 is a faulty or ineffective code?
    Last edited by lim_lucky; 08-08-2009 at 05:28.

  5. #5

    Default Re: The Complete EDB Guide - discussion

    Quote Originally Posted by lim_lucky View Post
    I just realized that I never tested the validity (regarding building logic/whether the building is actually buildable) of my code before posting the double requirements in both upgrade and building lines. This is mainly because I worked solely on the upgrade lines previously until I read your post regarding the building browser and then I realized a big disadvantage with it. So I just transferred all building_present requirements to the building_lines, leaving hidden_resource in upgrade lines, but I failed to test it logically although I only checked the building browser because I was "focusing" on it.

    Hence, I did a single, quick and simple test, =D. Not rigorous, but the result is reassuring so I will just "accept" that it works while I continue modding...
    I'll do some testing myself as well when I get a chance, but it is good that this works.

    ;...usual codes
    upgrades
    {
    building_name requires hidden_resource rome
    }
    }
    building_name requires factions { romans_julii, } and building_present_min_level core_building proconsuls_palace
    {
    ;...usual codes

    The building will only be buildable at places with hidden_resource rome, BUT the building will also be available in building browsers of all cities (regardless of availability of hidden_resource rome) although it cannot be built.

    This seems to be some "exceptions" especially when factions { all, } is used throughout the building lines, I am not sure why. I have posted the roads as an example, and all the roads happen to appear on the browser except for highways2, which happens not to have factions { all, } attached to the upgrade or building lines.

    Spoiler Alert, click show to read: 
    Code:
    building hinterland_roads
    {
    levels roads paved_roads highways roads1 roads2 highways2
    {
    roads requires factions { all, }
    {
     capability
     {
     road_level 0
     }
     construction  1
     cost  1200
     settlement_min town
     upgrades
     {
    ; paved_roads requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, armenia, pontus, britons, dacia, gauls, germans, romans_brutii, romans_scipii, spain, parthia, slave, }
    ; roads1 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, armenia, pontus, britons, dacia, gauls, germans, romans_brutii, romans_scipii, spain, parthia, slave, } and hidden_resource sc or hidden_resource yu
    ; roads1 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, armenia, pontus, britons, dacia, gauls, germans, romans_brutii, romans_scipii, spain, parthia, slave, } and not hidden_resource sc and not hidden_resource yu
    ; roads1 requires factions { scythia, numidia, }
    ;to test
     paved_roads requires factions { romans_julii, } and hidden_resource rome
     paved_roads requires factions { all, } and hidden_resource not_here
     }
    }
    ;to try
    paved_roads requires factions { all, } and building_present_min_level core_building proconsuls_palace
    {
     capability
     {
     road_level 1
     }
     construction  3
     cost  2400
     settlement_min large_town
     upgrades
     {
    ;(11)civ
     highways requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, pontus, armenia, parthia, }
     roads2 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, pontus, armenia, parthia, } and building_present_min_level core_building imperial_palace and building_present_min_level market forum
    ;(7)barb civ
     highways requires factions { britons, dacia, spain, } and building_present_min_level core_building imperial_palace
     highways requires factions { germans, } and building_present_min_level agee agee3
     highways requires factions { romans_brutii, } and building_present_min_level agee agee4
     highways requires factions { gauls, romans_scipii, } and building_present_min_level agee agee6
     roads2 requires factions { britons, dacia, germans, gauls, romans_brutii, romans_scipii, spain, } and building_present_min_level core_building imperial_palace and building_present_min_level market forum
     highways requires factions { all, } and hidden_resource not_here
    ;(2)nomad
     roads2 requires factions { scythia, numidia, } and building_present_min_level core_building imperial_palace
     highways requires factions { all, } and hidden_resource not_here
     }
    }
    highways requires factions { all, }
    {
     capability
     {
     road_level 2
     }
     construction  4
     cost  4800
     settlement_min city
     upgrades
     {
     highways2 requires factions { romans_julii, } and not hidden_resource sc and not hidden_resource yu and not hidden_resource desert
     roads1 requires factions { all, } and hidden_resource not_here
     }
    }
    roads1 requires factions { all, } and resource copper or resource iron or resource lead or resource tin or resource gold or resource silver or resource amber or resource incense or resource wine or resource marble or resource grain or resource silk
    {
     capability
     {
     road_level 1
     }
     construction  9
     cost  1200
     settlement_min city
     upgrades
     {
    ;(11)civ
     roads2 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, pontus, armenia, parthia, }
    ;(7)barb civ
     roads2 requires factions { britons, dacia, spain, } and building_present_min_level core_building imperial_palace
     roads2 requires factions { germans, } and building_present_min_level agee agee3
     roads2 requires factions { germans, } and building_present_min_level core_building imperial_palace and building_present_min_level market forum and not building_present_min_level agee agee3
     roads2 requires factions { romans_brutii, } and building_present_min_level agee agee4
     roads2 requires factions { romans_brutii, } and building_present_min_level core_building imperial_palace and building_present_min_level market forum and not building_present_min_level agee agee4
     roads2 requires factions { gauls, romans_scipii, } and building_present_min_level agee agee6
     roads2 requires factions { gauls, romans_scipii, } and building_present_min_level core_building imperial_palace and building_present_min_level market forum and not building_present_min_level agee agee6
    ;(2)nomad
     roads2 requires factions { scythia, numidia, } and building_present_min_level core_building imperial_palace and building_present_min_level market nomadforum and building_present_min_level health doctor
     roads2 requires factions { all, } and hidden_resource not_here
     }
    }
    roads2 requires factions { all, } and resource copper or resource iron or resource lead or resource tin or resource gold or resource silver or resource amber or resource incense or resource wine or resource marble or resource grain or resource silk
    {
     capability
     {
     road_level 2
     }
     construction  12
     cost  2400
     settlement_min large_city
     upgrades
     {
     highways2 requires factions { romans_julii, } and not hidden_resource sc and not hidden_resource yu and not hidden_resource desert
     }
    }
    highways2 requires factions { romans_julii, } and building_present_min_level market forum and building_present_min_level academic ludus_magnus and building_present_min_level age age6
    {
     capability
     {
     road_level 3
     }
     construction  8
     cost  9600
     settlement_min huge_city
     upgrades
     {
     }
    }
    }
    plugins
    {
    }
    }
    Are you saying that the highways2 doesn't show up in the romans_julii browser? Try adding your dummy hidden resource first. Like so: highways2 requires factions { romans_julii, } and hidden_resource dummyHR or not hidden_resource sc and not hidden_resource yu and not hidden_resource desert. If I'm correct, that should show up.

    I have some questions:
    1) Regarding road_level, I used road_level 3 and it "works" although there is no visible effects (i.e. road does not change) and there is no error reported - has anyone encountered an error or a use for road_level 3 before?
    2) There is also no bonus in trade or income whenever road is upgraded (i.e. road_level 1 to road_level 2, is that just my game acting wierd or its the norm?
    3) According to the guide:
    Trade_fleet, mine_resource, road_level, and the games, races and the four defensive effects carry no stand-alone "bonus" in the EDB file.
    what is the meaning of no stand-alone bonus? Does it mean that trade_fleet bonus 1 is a faulty or ineffective code?
    1) If I remember rightly, road_levels above 2 should increase the trade bonus but do nothing else (I remember testing this after downloading a mod which used higher level roads).
    2) Increases in road level should increase trade, but you have to make sure you are checking it correctly. Open the city details scroll, queue up the building and there should be the predicted changes. Make sure that region has tradeable resources and all that.
    3) That just means you don't need to use the word bonus with those effects. Unlike say happiness_bonus.

    Expand your borders, a mod based on XGM 5.

  6. #6

    Default Re: The Complete EDB Guide - discussion

    I think I'm quite confused with the dummy building and dummy HR now... I missed out this reply from much earlier with regards to the dummy building.
    Quote Originally Posted by CaesarVincens View Post
    From my quick testing, a dummy building did not function in the same way as a dummy hidden resource, that is it did not cause the building to appear in the browser.
    I am not sure how you tested it, but I meant the dummy building to be used in the upgrade lines. So far I have quite a few building trees that can display the buildings in the browser based on using dummy buildings in upgrade lines. A simple example for my upgrade lines is show below:

    upgrades
    {
    ;ACTUAL upgrade lines using hidden_resources only
    building_name requires factions { all, } and hidden_resource x and not hidden_resource y
    ;Dummy building line to allow building trees to be displayed
    building_name requires factions { all, } and building_present_min_level dummy dummy1
    }

    Quote Originally Posted by CaesarVincens View Post
    Are you saying that the highways2 doesn't show up in the romans_julii browser? Try adding your dummy hidden resource first. Like so: highways2 requires factions { romans_julii, } and hidden_resource dummyHR or not hidden_resource sc and not hidden_resource yu and not hidden_resource desert. If I'm correct, that should show up.
    I used a dummy building to allow highways2 to show up on the browser. I was trying to show that there were some "exceptions" especially when factions { all, } is used throughout the building lines.
    Before I explain what I mean by exceptions, I have some questions for you regarding dummyHR used in upgrade lines. I understand that you have used the 'dummyHR or' function in main building lines to allow buildings to be be displayed in the browser, however, have you tested the dummyHR in the upgrade lines?
    The reason for this 'exception' that I stated is because I have a vague idea that dummyHR used in upgrade lines may not cause the buildings to be present in the browser. This is why I frequently use dummy buildings, but factions { all, } seem to disregard whether any dummy buildings was used and will show the building in the browser even when I used dummyHR.

    Quote Originally Posted by CaesarVincens View Post
    1) If I remember rightly, road_levels above 2 should increase the trade bonus but do nothing else (I remember testing this after downloading a mod which used higher level roads).
    2) Increases in road level should increase trade, but you have to make sure you are checking it correctly. Open the city details scroll, queue up the building and there should be the predicted changes. Make sure that region has tradeable resources and all that.
    3) That just means you don't need to use the word bonus with those effects. Unlike say happiness_bonus.
    I checked the city details scroll when I upgraded the roads (I do know that the scroll shows the positive or negative effects of a building in queue), and there are no increase in trade bonuses whether its road_level 0 to 1, or 1 to 2, or 2 to 3. That was one of the reason why I placed trade_base_income bonus some years back when I started editing my own mod. Perhaps my game is broken?
    Last edited by lim_lucky; 08-13-2009 at 17:36.

  7. #7

    Default Re: The Complete EDB Guide - discussion

    Quote Originally Posted by lim_lucky View Post
    I think I'm quite confused with the dummy building and dummy HR now... I missed out this reply from much earlier with regards to the dummy building.


    I am not sure how you tested it, but I meant the dummy building to be used in the upgrade lines. So far I have quite a few building trees that can display the buildings in the browser based on using dummy buildings in upgrade lines. A simple example for my upgrade lines is show below:

    upgrades
    {
    ;ACTUAL upgrade lines using hidden_resources only
    building_name requires factions { all, } and hidden_resource x and not hidden_resource y
    ;Dummy building line to allow building trees to be displayed
    building_name requires factions { all, } and building_present_min_level dummy dummy1
    }
    I meant using a dummy building as an alternate to a not condition. Like so: requires building_present dummy or not building_present real. That didn't work as I had hoped. Using a dummy building in a separate upgrade line of course should and does work as you have shown.

    I used a dummy building to allow highways2 to show up on the browser. I was trying to show up on the browser. I was trying to show that there were some "exceptions" especially when factions { all, } is used throughout the building lines.
    Before I explain what I mean by exceptions, I have some questions for you regarding dummyHR used in upgrade lines. I understand that you have used the 'dummyHR or' function in main building lines to allow buildings to be be displayed in the browser, however, have you tested the dummyHR in the upgrade lines?

    The reason for this 'exception' that I stated is because I have a vague idea that dummyHR used in upgrade lines may not cause the buildings to be present in the browser. This is why I frequently use dummy buildings, but factions { all, } seem to disregard whether any dummy buildings was used and will show the building in the browser even when I used dummyHR.
    I see now. Using a dummy building in the upgrade lines works because that shows up whereas a dummyHR shouldn't unless followed by an "or." The idea for a dummyHR is that it will prevent the gap error while giving proper conditions to the building. A dummy building used in upgrade lines is good for making the building show up for the desired factions regardless of other conditions. So, the end result is two sides of the same coin, both should stop the gap error, but one shows up while the other hides.

    I checked the city details scroll when I upgraded the roads (I do know that the scroll shows the positive or negative effects of a building in queue), and there are no increase in trade bonuses whether its road_level 0 to 1, or 1 to 2, or 2 to 3. That was one of the reason why I placed trade_base_income bonus some years back when I started editing my own mod. Perhaps my game is broken?
    That is strange. I know with certainty that road level affects trade income. I don't know why it's not working for you. Just to check, you do have 1.5, correct?


    One more thing, I don't know if I mentioned this before, but I have heard from another forumer, dvk, (I don't know whether he frequents these forums under that name or another) that for whatever reason, tabs are bugged in EDB. CA in their infinite wisdom decided to not put tabs into the acceptable coding for EDB and so using them can cause problem, whether non-working code, as SubRosa can attest to, to even crashes if there are enough tabs.

    Edit:
    I just found something new also. Dummy buildings aren't needed for building conditionals. I tried using the level I was building as a condition and it showed up in the building browser.

    Like this:
    Code:
    Building Example
             Building_x requires building_present_min_level Example Building_x
    Obviously that is an unfulfillable condition, but used as an upgrade line will cause the building to appear in the browser despite not conditions.
    Last edited by CaesarVincens; 08-18-2009 at 22:43. Reason: Discovery

    Expand your borders, a mod based on XGM 5.

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO