Export_descr_building problem
Hello,
I have the following problem (BI mod):
When I try to add a new building tree with a new name/description I get a CTD.
The files export_descr_buildings_enums.txt and export_buildings.txt have been properly modified, the EDB Validator does not show any error I might have made.
What is odd, if i add an older building tree I had deleted before, no CTD.
Any idea what the reason could be?
Re: Export_descr_building problem
dear modder, my following points are just proposals, i hope you have checked that you dont hit the db entry maximum....also it could be necessary for a complete new building
to make a entry in the descr_ui_buildings....
you should also check the relations entries related to the buildings in town for the battle map....
the best way maybe, is just to use a already extended building tree and just change the internal stuff for your goal....to avoid problems
Re: Export_descr_building problem
Quote:
Originally Posted by
leoni
dear modder, my following points are just proposals, i hope you have checked that you dont hit the db entry maximum....also it could be necessary for a complete new building
So far I have only used 54 different building tree and none does have more than 9 levels.
Quote:
to make a entry in the descr_ui_buildings....
Have already done this.
Quote:
you should also check the relations entries related to the buildings in town for the battle map....
Have already done this.
Quote:
the best way maybe, is just to use a already extended building tree and just change the internal stuff for your goal....to avoid problems
My method for modding.
Here is the building tree:
Quote:
building mints
{
levels minor_mint large_mint royal_mint
{
minor_mint requires factions { eastern, roxolani, roman, } and building_present_min_level hinterland_mines mines
{
capability
{
law_bonus bonus -1
mine_resource 2 requires resource copper
mine_resource 4 requires resource silver
mine_resource 6 requires resource gold
taxable_income_bonus bonus 1 requires resource copper
taxable_income_bonus bonus 2 requires resource silver
taxable_income_bonus bonus 3 requires resource gold
}
construction 2
cost 3000
settlement_min city
upgrades
{
large_mint
royal_mint
}
}
large_mint requires factions { eastern, roxolani, roman, } and building_present_min_level hinterland_mines mines+1
{
capability
{
law_bonus bonus -2
mine_resource 4 requires resource copper
mine_resource 8 requires resource silver
mine_resource 12 requires resource gold
taxable_income_bonus bonus 2 requires resource copper
taxable_income_bonus bonus 4 requires resource silver
taxable_income_bonus bonus 6 requires resource gold
}
construction 3
cost 6000
settlement_min city
upgrades
{
royal_mint
}
}
royal_mint requires factions { eastern, roxolani, roman, } and building_present_min_level hinterland_mines mines+2
{
capability
{
law_bonus bonus -3
mine_resource 10 requires resource copper
mine_resource 18 requires resource silver
mine_resource 24 requires resource gold
taxable_income_bonus bonus 4 requires resource copper
taxable_income_bonus bonus 8 requires resource silver
taxable_income_bonus bonus 6 requires resource gold
}
construction 4
cost 9000
settlement_min large_city
upgrades
{
}
}
}
plugins
{
}
}
Result -> CTD
Same result when I try to add another level to an existing building tree.
Re: Export_descr_building problem
maybe my knowledge for adding new buildings is limited, as i always modded existing trees, already extende to the max....
i only had ctd problems than, if i dont added the correct entry to the descr_ui_buildings....i also extended nearly all building entries up to nine levels....for all cultures
where the most mods, never seems to use that full potential....
most important here seems to define each culture to eachother....than to add the building entries....
lookup_variants
{
egyptian greek
egyptian barbarian
egyptian carthaginian
egyptian eastern
egyptian roman
egyptian nomad
nomad greek
nomad barbarian
nomad carthaginian
nomad eastern
nomad roman
nomad egyptian
barbarian carthaginian
barbarian greek
barbarian eastern
barbarian roman
barbarian nomad
barbarian egyptian
eastern greek
eastern egyptian
eastern barbarian
eastern nomad
eastern roman
eastern carthaginian
carthaginian greek
carthaginian egyptian
carthaginian barbarian
carthaginian eastern
carthaginian nomad
carthaginian roman
roman greek
roman egyptian
roman barbarian
roman carthaginian
roman eastern
roman nomad
greek roman
greek egyptian
greek barbarian
greek carthaginian
greek eastern
greek nomad
roman_hostilia hostilia
client_state hostilia
cliont3 hostilia
cliont4 hostilia
cliont5 hostilia
cliont6 hostilia
cliont7 hostilia
cliont8 hostilia
cliont9 hostilia
building government_hostilia ;;Courts_Gov1-4 government_hostilia cliont3
{
levels roman_hostilia client_state cliont3 cliont4 cliont5 cliont6 cliont7 cliont8 cliont9
{
roman_hostilia requires factions { all, } and building_present_min_level germanic_order germanic_order2 and hidden_resource Res1
{
capability
{
;comitia tributa
;gerichte- Heliaia
law_bonus bonus 1 requires factions { barbarian, nomad, carthaginian, eastern, parthia, egyptian, greek, roman, }
taxable_income_bonus bonus 10
}
construction 1
cost 1666
settlement_min village
upgrades
{
client_state
cliont3
cliont4
}
}
client_state requires factions { all, } and building_present_min_level barb_order barb_order3
......
Re: Export_descr_building problem
I think it could be the descr_ui_buildings.
So a question, have I to add for each building and each building Level an entry?
For example (for my example above):
minor_mint mints
large_mint mints
royal_mint mints
Because I use BI Extension for my mod, do I have to use the descr_ui_buildings in RTW/data/ or copy this file to in RTW/*modname*/data and modify it here.
(For the culture I would have to add the culture relations with Huns, do not I have to?)
Re: Export_descr_building problem
for culture relation, define each playable culture to eachother, like in my exmple above, so you will be able to add 9 levels for all cultures, nations...
yes each building needs an entry, like shown above...
my descr ui text file is in my mod folder...you should do the same...