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Thread: Building editing, adding buildings, guide

  1. #1

    Default Building editing, adding buildings, guide

    Ok I've seen this asked a lot, so I'm gonna post how to do it

    Through this tutorial I am going to take you through adding the caravan to the Roman Scipii faction.

    First you need to go here and get the pak extractor and extract the paks if you haven't done already.

    Stage 1:- Adding the caravan to the Scipii build tree.
    Open up export_descr_buildings.txt.

    Do a search for the text "caravan". You should end up in this region of the file
    Originally posted by export_descr_buildings+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td> (export_descr_buildings)</td></tr><tr><td id='QUOTE'>
    building caravans
    {
    levels caravan frankincense_rd silk_rd
    {
    caravan requires factions { eastern, parthia, }
    {
    capability
    {
    trade_base_income_bonus bonus 2
    }
    construction 3
    cost 1600
    settlement_min city
    upgrades
    {
    frankincense_rd
    }
    }
    frankincense_rd requires factions { eastern, parthia, }
    {
    capability
    {
    trade_base_income_bonus bonus 3
    }
    construction 5
    cost 3200
    settlement_min large_city
    upgrades
    {
    silk_rd
    }
    }
    silk_rd requires factions { eastern, parthia, }
    {
    capability
    {
    trade_base_income_bonus bonus 4
    }
    construction 6
    cost 6400
    settlement_min huge_city
    upgrades
    {
    }
    }
    }
    plugins
    {
    }
    }
    [/b]

    add romans_scipii to the caravan requires factions list so that it now reads:-
    Originally posted by export_descr_buildings.txt+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td> (export_descr_buildings.txt)</td></tr><tr><td id='QUOTE'>
    building caravans
    {
    levels caravan frankincense_rd silk_rd
    {
    caravan requires factions { eastern, parthia, romans_scipii, }
    {
    capability
    {
    trade_base_income_bonus bonus 2
    }
    construction 3
    cost 1600
    settlement_min city
    upgrades
    {
    frankincense_rd
    }
    }
    frankincense
    .
    .
    [/b]

    Note the comma after the faction name.
    Then save the file. If you now boot up RTW and start the imp campaign as Scipii you should find that in the building browser you have the Caravan option. But it will appear with the graphics option for the roman army barrack, this is the default graphic for a building. So how do we change this?

    Stage 2:- Adding the Building card.
    Go to data&#092;packs&#092;data&#092;ui&#092;roman&#092;buildings (Assuming you have left the files where the pack extractor extracted them to). Here you will see 2 files for every building the romans can build eg for epic stone wall there is #ROMAN_EPIC_STONE_WALL.tga and #ROMAN_EPIC_STONE_WALL_CONSTRUCTED.tga. If you enter the construction folder, you will find another #ROMAN_EPIC_STONE_WALL.tga. But you will notice there is no #ROMAN_CARAVAN options.
    Ok what are these files?
    &#092;buildings&#092;#ROMAN_EPIC_STONE_WALL.tga is the picture that appears in the town tab at the bottom middle when the building has been completed.
    &#092;buildings&#092;#ROMAN_EPIC_STONE_WALL_CONSTRUCTED.tga is the picture that appears in the start of turn construction message if it is the only building made.
    &#092;buildings&#092;construction&#092;#ROMAN_EPIC_STONE_WALL.tga is the picture that appears both in the building browser and the build queue.
    So we need one of each of these tgas for the caravan. The easiest way of doing this is copying from another culture that posesses the relevant building and renaming it. So if we take a quick look back at the export_descr_buildings.txt we can find out which cultures already have this building
    Originally posted by export_descr_buildings.txt

    building caravans
    {
    levels caravan frankincense_rd silk_rd
    {
    caravan requires factions { eastern, parthia, romans_scipii, }
    {
    capability
    {
    trade_base_income_bonus bonus 2
    }
    construction 3
    cost 1600
    settlement_min city
    upgrades
    {
    frankincense_rd
    }
    }
    frankincense
    .
    .
    So the Eastern culture and Parthia should have the tgas already.
    So go to data&#092;packs&#092;data&#092;ui&#092;eastern&#092;buildings and you should be able to find #EASTERN_CARAVAN and #EASTERN_CARAVAN_CONSTRUCTED,and within the &#092;construction directory #EASTERN_CARAVAN.
    Now we don&#39;t place these into the data&#092;packs&#092;data&#092;ui&#092;roman&#092;buildings as the game wont look for them there. The path where the file would be if it wasn&#39;t in a pack is the bit after the second data e.g. the buildings tgas would be in &#092;data&#092;ui&#092;roman&#092;buildings if they weren&#39;t in the packs. This is important, anything that is in the base data folders will overwrite the equivalent item in the pack eg if you placed a new tga for the roman epic wall in &#092;data&#092;ui&#092;roman&#092;buildings&#092;#ROMAN_EPIC_WALL.tga it would overwrite the one in the pack. Thus for our new caravan as we can&#39;t add it to the pack, we need to create the &#092;data&#092;ui&#092;roman&#092;buildings directory and copy the eastern caravan files here (making sure the &#092;construction one goes in a sub directory &#092;construction). We then replace the #EASTERN with #ROMAN on all three of the files. Now when you boot up game ans select Scipii you should have the correct graphics in the building tree/queue.

    Stage 3:- Fixing the descriptions.
    If you get far enough to actually build the Caravan you will noticed when you hover the mouse over the Caravan Icon you get the "WARNING&#33; This text should never appear on screen&#33;" message. To fix this we need to edit the data&#092;text&#092;export_buildings.txt file.

    If you do a search in this file for caravan you shoud come to this part of the file:-
    Originally posted by export_buildings.txt


    {caravan} Trade Caravan

    {caravan_desc} WARNING&#33; This baseline short description should never appear on screen&#33;

    {caravan_desc_short} WARNING&#33; This baseline short description should never appear on screen&#33;

    {caravan_barbarian_desc}
    WARNING&#33; This text should never appear on screen&#33;

    {caravan_barbarian_desc_short}
    WARNING&#33; This text should never appear on screen&#33;

    {caravan_carthage_desc}
    Goods from the mysterious East are carried across the trackless wastes by a Caravan, increasing the trading wealth of the settlement. Exotic goods from as far away as the Indus and China reach the Mediterranean world carried on the backs of long camel trains. &#092;n&#092;nA Caravan can be upgraded as the settlement grows in size and importance.

    {caravan_carthage_desc_short}
    Goods from the mysterious East are carried across the trackless wastes by a Caravan, increasing the trading wealth of the settlement.

    {caravan_eastern_desc}
    Goods from the mysterious East are carried across the trackless wastes by a Caravan, increasing the trading wealth of the settlement. Exotic goods from as far away as the Indus and China reach the Mediterranean world carried on the backs of long camel trains. &#092;n&#092;nA Caravan can be upgraded as the settlement grows in size and importance.

    {caravan_eastern_desc_short}
    Goods from the mysterious East are carried across the trackless wastes by a Caravan, increasing the trading wealth of the settlement.

    {caravan_parthia_desc}
    Goods from the mysterious East are carried across the trackless wastes by a Caravan, increasing the trading wealth of the settlement. Exotic goods from as far away as the Indus and China reach the Mediterranean world carried on the backs of long camel trains. &#092;n&#092;nA Caravan can be upgraded as the settlement grows in size and importance.

    {caravan_parthia_desc_short}
    Goods from the mysterious East are carried across the trackless wastes by a Caravan, increasing the trading wealth of the settlement.

    {caravan_egyptian_desc}
    Goods from the mysterious East are carried across the trackless wastes by a Caravan, increasing the trading wealth of the settlement. Exotic goods from as far away as the Indus and China reach the Mediterranean world carried on the backs of long camel trains. &#092;n&#092;nA Caravan can be upgraded as the settlement grows in size and importance.

    {caravan_egyptian_desc_short}
    Goods from the mysterious East are carried across the trackless wastes by a Caravan, increasing the trading wealth of the settlement.

    {caravan_greek_desc}
    WARNING&#33; This text should never appear on screen&#33;

    {caravan_greek_desc_short}
    WARNING&#33; This text should never appear on screen&#33;

    {caravan_roman_desc}
    WARNING&#33; This text should never appear on screen&#33;

    {caravan_roman_desc_short}
    WARNING&#33; This text should never appear on screen&#33;

    You need to change the descriptions to other than "WARNING&#33; This text should never appear on screen&#33;", easiest is probably to copy down an exisiting description and change it.

    CONGRATULATIONS you&#39;ve added the caravan to the Roman Scipii faction.

    NOTES:- Adding completely new buildings
    If you add a completely new building to the game there are some things to take note of.

    <!--QuoteBegin-export_descr_buildings.txt
    @

    building sawmill
    {
    levels lumberjack woodmill sawmill
    {
    lumberjack requires factions { barbarian, ct_carthage, eastern, parthia, egyptian, greek, roman, }
    {
    [/quote]
    Each level of the building (can be up to 5) needs the 3 graphics created for it.
    you will need to add a name descriptor to the export_descr_buildings_enum.txt file along with descriptors for each level
    eg in this case

    <!--QuoteBegin-export_buildings_descr_enums.txt


    .
    .
    .
    theatre_greek_desc
    theatre_greek_desc_short
    theatre_roman_desc
    theatre_roman_desc_short
    sawmill_name
    lumberjack
    lumberjack_desc
    lumberjack_desc_short
    lumberjack_barbarian_desc
    lumberjack_barbarian_desc_short
    lumberjack_carthage_desc
    lumberjack_carthage_desc_short
    lumberjack_eastern_desc
    lumberjack_eastern_desc_short
    lumberjack_parthia_desc
    lumberjack_parthia_desc_short
    lumberjack_egyptian_desc
    lumberjack_egyptian_desc_short
    lumberjack_greek_desc
    lumberjack_greek_desc_short
    lumberjack_roman_desc
    lumberjack_roman_desc_short
    woodmill
    woodmill_desc
    woodmill_desc_short
    woodmill_barbarian_desc
    woodmill_barbarian_desc_short
    woodmill_carthage_desc
    woodmill_carthage_desc_short
    woodmill_eastern_desc
    woodmill_eastern_desc_short
    woodmill_parthia_desc
    woodmill_parthia_desc_short
    woodmill_egyptian_desc
    woodmill_egyptian_desc_short
    woodmill_greek_desc
    woodmill_greek_desc_short
    woodmill_roman_desc
    woodmill_roman_desc_short
    sawmill
    sawmill_desc
    sawmill_desc_short
    sawmill_barbarian_desc
    sawmill_barbarian_desc_short
    sawmill_carthage_desc
    sawmill_carthage_desc_short
    sawmill_eastern_desc
    sawmill_eastern_desc_short
    sawmill_parthia_desc
    sawmill_parthia_desc_short
    sawmill_egyptian_desc
    sawmill_egyptian_desc_short
    sawmill_greek_desc
    sawmill_greek_desc_short
    sawmill_roman_desc
    sawmill_roman_desc_short
    [/quote]
    The you need to create the relevant descriptors in the export_buildings.txt. make sure the layout is similar to an existing one. _name is the descriptor that appears above the graphic on the building browser, the normal for Temples is

    {temple_of_viking_name}
    Temples - effects are dependant on the particular god worshipped at a temple
    just copy it and replace the name of your temple with the old one.

  2. #2

  3. #3
    Burebista's Avatar Electro Artifacts AP
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    Default

    I will pin this for you and pls. do a descr_start.txt tutorial if you have the time....I no longer have. Also use more colors inside the tutorial to highlit infos etc.
    Modding Arts Inc.

    SS City Reinforcement Script - (*SS 6.2 any mod comptible)

  4. #4

    Default

    On a sidenote, it seems most foreign buildings won&#39;t show up on the battle/settlement map. In order to really see those new buildings you need to edit the descr_settlement_plan.txt file, but it&#39;s a pita to browse through 250K of unattractive text. *OD*

  5. #5

    Default

    Originally posted by redgreen@Dec 21 2004, 09:36 PM
    On a sidenote, it seems most foreign buildings won&#39;t show up on the battle/settlement map. In order to really see those new buildings you need to edit the descr_settlement_plan.txt file, but it&#39;s a pita to browse through 250K of unattractive text. *OD*
    Yeah I looked at that then thought i&#39;d rather *NTW*
    Plus, I think, aswell as changing the descr_settlement_plan.txt you&#39;d also need to add the 3D graphics for the building to the culture in a similar way to the 2D graphics.

  6. #6

    Default

    You forgot a bit sir&#33;

    To add the .tga for a new building, you have to enter it in romefolder/data/descr_ui_buildings.txt

    Along the lines of (for a new temple, for the Senate faction):


    temple_of_law_shrine shrine
    temple_of_law_temple temple
    temple_of_law_large_temple large_temple
    temple_of_law_awesome_temple awesome_temple
    temple_of_law_pantheon pantheon
    Put it in the same place as you put the additions to export_descr_buildings_enums.txt

    The underscored description is obviously the name of the temple, and the description afterwards tells the game which card to use.

  7. #7

    Default

    This helped out a lot. Thanks TDarksword. But since you are showing how to make a new building, could you add the changes that a new building will need if you want it to be able to bestow ancillaries and traits?

    Thanks again&#33;

  8. #8

    Default

    My second PDF deals with the misterious hidden walls project, I reveal all the info here, (there was no secret about this) .

    Good luck modders&#33;

  9. #9
    wangrin's Avatar Unguibus et Rostro
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    A question about government buildings, walls, ports and roads.
    Contrary to others buildings (like market, temple, etc.) It is impossible for the player to select the "destroy" option in the city panel (or screen ?)
    Where the ability to choose to destroy a building is coded ?


    « Le courage, c’est de ne pas subir la loi du mensonge triomphant qui passe, et de ne pas faire écho de notre âme, de notre bouche et de nos mains aux applaudissements imbéciles et aux huées fanatiques.. » Jean JAURES

  10. #10

    Default

    I&#39;m not sure if it works, but in the folder data&#092;descr_building_battle there are a lot of files that have the "stat_cat indestructable" parameter for some buildings in them. If you replace &#39;indestructable&#39; with something else, like &#39;large_stone&#39; or something, maybe you get the ability to destroy them. I&#39;d say, test it - I won&#39;t, final exams this week (having the first in a few hours, Chemics)
    Automating RTW Coding and Balancing with PHP and MySQL (online)

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  11. #11
    wangrin's Avatar Unguibus et Rostro
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    Yep, I&#39;ll test it tomorrow.
    Thanks, and good luck for your exams

    I don’t think this solution work.
    In RTR these stat_cat are in txt files into a descr_building_battle folder but government building stat_cat aren’t indestructible


    « Le courage, c’est de ne pas subir la loi du mensonge triomphant qui passe, et de ne pas faire écho de notre âme, de notre bouche et de nos mains aux applaudissements imbéciles et aux huées fanatiques.. » Jean JAURES

  12. #12

    Default

    Prolly government buildings are declared undestructable somewhere in the .exe - and why would you even want to destroy the government building?
    Have you tested it for the other buildings?
    Automating RTW Coding and Balancing with PHP and MySQL (online)

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  13. #13
    wangrin's Avatar Unguibus et Rostro
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    Originally posted by Nero666@May 25 2005, 12:14 PM
    - and why would you even want to destroy the government building?
    Have you tested it for the other buildings?
    When you&#39;re at war, in some case, you must attack a city you don&#39;t want keep in your "empire" (too far, difficult to defend, etc.).
    It can be the case when you&#39;re besieged too. If you can&#39;t have reinforcement and your garrison is too weak, why not to destroy buildings... so, the ennemy only win a destroyed city.
    So, if you can destroy building like walls, palace, port, farms, etc. you can weak your ennemy.

    It&#39;s a bit difficult for me to explain clearly what i&#39;ve in my mind, because english is not my mother-tongue...


    « Le courage, c’est de ne pas subir la loi du mensonge triomphant qui passe, et de ne pas faire écho de notre âme, de notre bouche et de nos mains aux applaudissements imbéciles et aux huées fanatiques.. » Jean JAURES

  14. #14
    Civitate
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    Has anyone found out if, for example, level 5 government buildings can be destroyed? Because its one hell of a culture penalty if you capture one...
    "in montem soli non loquitur" basically means that you should not argue against what is obvious.

    (> <) (\_/) Haha, die little bunny, die!
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    becoming is for people who do not will to be

  15. #15
    AngryTitusPullo's Avatar Comes Limitis
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    Default Re: Building editing, adding buildings, guide

    I'm having trouble when adding new buildings to BI.

    Can anyone see where the fault is ?

    PHP Code:
    building naval_port
    {
        
    levels warport warharbour
        
    {
            
    warport requires factions barbariancarthaginianeasternhunnomadroman, } and building_present_min_level port_buildings shipwright and resource timber
            
    {
                
    capability
                
    {
                    
    recruit "naval boats"  0  requires factions barbarian, } 
                    
    recruit "naval large boats"  0  requires factions barbarian, } 
                    
    recruit "naval boats"  0  requires factions carthaginian, } 
                    
    recruit "naval biremes"  0  requires factions eastern, } 
                    
    recruit "naval triremes"  0  requires factions eastern, } 
                    
    recruit "naval boats"  0  requires factions hun, } 
                    
    recruit "naval boats"  0  requires factions nomad, } 
                    
    recruit "naval large boats"  0  requires factions vandals, } 
                    
    recruit "naval biremes"  0  requires factions roman, } 
                    
    recruit "naval triremes"  0  requires factions roman, } 
                }
                
    construction  3 
                cost  1600 
                settlement_min city
                upgrades
                
    {
                
    warharbour
                
    }
            }
            
    warharbour requires factions barbariancarthaginianeasternhunnomadroman, } and building_present_min_level port_buildings dockyard
            
    {
                
    capability
                
    {
                    
    recruit "naval boats"  0  requires factions barbarian, } 
                    
    recruit "naval large boats"  0  requires factions barbarian, } 
                    
    recruit "naval boats"  0  requires factions carthaginian, } 
                    
    recruit "naval biremes"  0  requires factions eastern, } 
                    
    recruit "naval triremes"  0  requires factions eastern, } 
                    
    recruit "naval boats"  0  requires factions hun, } 
                    
    recruit "naval boats"  0  requires factions nomad, } 
                    
    recruit "naval large boats"  0  requires factions vandals, } 
                    
    recruit "naval biremes"  0  requires factions roman, } 
                    
    recruit "naval triremes"  0  requires factions roman, } 
                    
    recruit "naval quinquiremes"  0  requires factions roman, } 
                }
                
    construction  5 
                cost  3200 
                settlement_min large_city
                upgrades
                
    {
                }
            }
        }
        
    plugins 
        
    {
        }

    This is from the export_buildings.txt

    PHP Code:
    {naval_port_name}
    Naval Base build ships and naval vessels 

    {warport}    War Port

    {warport_desc}    DO NOT TRANSLATEWARNINGThis baseline description should never appear on screenSHIPWRIGHT

    {warport_desc_short}    DO NOT TRANSLATEWARNINGThis baseline description should never appear on screenSHIPWRIGHT

    {warport_barbarian_desc}
    A shipwright can build the bigger ships needed for a strong fleet, while the improved port facilities allow more goods to be landed at and forwarded from the settlement.\n\nAs a port growswealth flows into a province, and all manner of goods become available to the people.\n\nMilitarilythe improvements in ship-building usually lead to better ship-handling and tactics.

    {
    warport_barbarian_desc_short}
    A shipwright can build the warships needed for a strong fleet, while the improved port facilities allow more goods to be landed at and forwarded from the settlement.

    {
    warport_carthaginian_desc}
    DO 
    NOT TRANSLATEWARNINGThis text should never appear on screenSHIPWRIGHT

    {warport_carthaginian_desc_short}
    DO 
    NOT TRANSLATEWARNINGThis text should never appear on screenSHIPWRIGHT

    {warport_eastern_desc}
    A shipwright can build the warships needed for a strong fleet, while the improved port facilities allow more goods to be landed at and forwarded from the settlement.\n\nAs a port growswealth flows into a province, and all manner of goods become available to the people.\n\nMilitarilythe improvements in ship-building usually lead to better ship-handling and tactics.

    {
    warport_eastern_desc_short}
    A shipwright can build the warships needed for a strong fleet, while the improved port facilities allow more goods to be landed at and forwarded from the settlement.

    {
    warport_hun_desc}
    DO 
    NOT TRANSLATEWARNINGThis text should never appear on screenSHIPWRIGHT

    {warport_hun_desc_short}
    DO 
    NOT TRANSLATEWARNINGThis text should never appear on screenSHIPWRIGHT

    {warport_nomad_desc}
    A shipwright can build the bigger ships needed for a strong fleet, while the improved port facilities allow more goods to be landed at and forwarded from the settlement.\n\nAs a port growswealth flows into a province, and all manner of goods become available to the people.\n\nMilitarilythe improvements in ship-building usually lead to better ship-handling and tactics.

    {
    warport_nomad_desc_short}
    A shipwright can build the warships needed for a strong fleet, while the improved port facilities allow more goods to be landed at and forwarded from the settlement.

    {
    warport_roman_desc}
    A shipwright can build the warships needed for a strong fleet, while the improved port facilities allow more goods to be landed at and forwarded from the settlement.\n\nAs a port growswealth flows into a province, and all manner of goods become available to the people.\n\nMilitarilythe improvements in ship-building usually lead to better ship-handling and tactics.

    {
    warport_roman_desc_short}
    A shipwright can build the warships needed for a strong fleet, while the improved port facilities allow more goods to be landed at and forwarded from the settlement.

    ¬--------------

    {
    warharbour}    War Harbour

    {warharbour_desc}    DO NOT TRANSLATEWARNINGThis baseline description should never appear on screenDOCKYARD

    {warharbour_desc_short}    DO NOT TRANSLATEWARNINGThis baseline description should never appear on screenDOCKYARD

    {warharbour_barbarian_desc}
    A dockyard has the skilled craftsmen needed to construct the best ship designs available, while the port can speedily handle many merchant vessels.\n\nLocal merchants can easily send their cargoes to almost any port in the worldadding greatly to the wealth of the cityIn return exotic goods from all over the world pass through these docks.

    {
    warharbour_barbarian_desc_short}
    A dockyard has the skilled craftsmen needed to construct the largest and most advanced warships afloat, while the port can speedily handle many merchant vessels.

    {
    warharbour_carthaginian_desc}
    DO 
    NOT TRANSLATEWARNINGThis text should never appear on screenDOCKYARD

    {warharbour_carthaginian_desc_short}
    DO 
    NOT TRANSLATEWARNINGThis text should never appear on screenDOCKYARD

    {warharbour_eastern_desc}
    A dockyard has the equipment and skilled craftsmen needed to construct the largest and most advanced warships afloat, while the port can speedily handle many merchant vessels.\n\nThe city's merchants can easily send their cargoes to almost any port in the world, adding greatly to the wealth of the city. In return exotic goods from all over the world pass through the docks.\n\nThe dockyard can produce any warship required by the fleet, and provide the crews of slave rowers required by these large and powerful ships.

    {warharbour_eastern_desc_short}
    A dockyard has the equipment and skilled craftsmen needed to construct the largest and most advanced warships afloat, while the port can speedily handle many merchant vessels.

    {warharbour_hun_desc}
    DO NOT TRANSLATE! WARNING! This text should never appear on screen! DOCKYARD

    {warharbour_hun_desc_short}
    DO NOT TRANSLATE! WARNING! This text should never appear on screen! DOCKYARD

    {warharbour_nomad_desc}
    DO NOT TRANSLATE! WARNING! This text should never appear on screen! DOCKYARD

    {warharbour_nomad_desc_short}
    DO NOT TRANSLATE! WARNING! This text should never appear on screen! DOCKYARD

    {warharbour_roman_desc}
    A dockyard has the equipment and skilled craftsmen needed to construct the largest and most advanced warships afloat, while the port can speedily handle many merchant vessels.\n\nThe city'
    s merchants can easily send their cargoes to almost any port in the worldadding greatly to the wealth of the cityIn return exotic goods from all over the world pass through the docks.\n\nThe dockyard can produce any warship required by the fleet, and provide the crews of slave rowers required by these large and powerful ships.

    {
    warharbour_roman_desc_short}
    A dockyard has the equipment and skilled craftsmen needed to construct the largest and most advanced warships afloat, while the port can speedily handle many merchant vessels


    CIVITATVS CVM AVGVSTVS XVI, MMVI
    IN PATROCINIVM SVB Dromikaites SVB MareNostrum SVB Quintus Maximus
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  16. #16
    MasterOfNone's Avatar RTW Modder 2004-2015
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    Default Re: Building editing, adding buildings, guide

    Try removing carthaginian from the cultures that can build the levels.
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  17. #17
    AngryTitusPullo's Avatar Comes Limitis
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    Default Re: Building editing, adding buildings, guide

    Quote Originally Posted by MasterOfNone
    Try removing carthaginian from the cultures that can build the levels.
    Nope. Still the same. :hmmm:


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  18. #18
    MasterOfNone's Avatar RTW Modder 2004-2015
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    Default Re: Building editing, adding buildings, guide

    The best thing to do is comment out everything you can (but still leave it in-game) and then decomment to see what is causing the problems. I would try leaving only the roman culture able to build each level to begin, then work on the ships. I'm not sure what you are trying to do but ships may only be recruitable from vanilla ports.
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  19. #19
    AngryTitusPullo's Avatar Comes Limitis
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    Default Re: Building editing, adding buildings, guide

    Quote Originally Posted by MasterOfNone
    The best thing to do is comment out everything you can (but still leave it in-game) and then decomment to see what is causing the problems. I would try leaving only the roman culture able to build each level to begin, then work on the ships. I'm not sure what you are trying to do but ships may only be recruitable from vanilla ports.
    Basicaly I have the same set up from my mod base on RTW 1.5 and have no problem with ading entries and such. I just hate to see the map littered with ships which doesn't realy get into the gameplay and tactical side much.

    Basically I uses the standard ports level only for trade stuff (trade bonus, trade routes etc) and the naval ports for ships (condition only provinces that have timber will be able to build these extensions).


    CIVITATVS CVM AVGVSTVS XVI, MMVI
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  20. #20

    Default Re: Building editing, adding buildings, guide

    There's some weird bug with the Carthaginians indeed. I've found the fix today, after many hours of trying things:
    http://www.twcenter.net/forums/showthread.php?t=86651

    How I got rid of the issue:

    -Open descr_ui_buildings.txt
    -Delete either one, or both, of the lines "carthaginian eastern" or "carthaginian egyptian"
    -Save
    -Try again. If your code is correct, you should be able to start, play and close the game without trouble.
    -The building cards that were previously taken from other cultures' folders, now need to be copied into the carthaginian culture folder of course, and properly named. I can further explain that if necessary.
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