Good tutorial!, thank you! but I have some doubts that i would like to share if is not too late.
OK, perhaps the mod that Iīm using (Arthurian TW:BI) has been so far very hard to shape, I have done every step as shown but the game crashes!
Here I put some of the things that are in descr_settlement_plan
Code:
; Plans
; A plan is an actual layout, for a specific culture (the creating culture for that settlement level)
; and a specific level (town, city etc). It consists of a list of positioned ambient buildings and slots.
; There are NO fail states here; if a plan runs out of (or has no) slots big enough or flagged as suitable for
; a given building type, the building will just not appear in the plan.
; Plans are declared explicitly here, and all required definitions are tested.
plans
{
plan Roman_Fort roman_fort.txt
plan Roman_Village roman_village.txt
plan Roman_Town roman_town.txt
plan Roman_Large_Town roman_large_town.txt
plan Roman_City roman_city.txt
plan Roman_Large_City roman_large_city.txt
plan Roman_Huge_City roman_huge_city.txt
plan Eastern_Fort barbarian_fort.txt
plan Eastern_Village barbarian_village.txt
plan Eastern_Town barbarian_town.txt
plan Eastern_Large_Town barbarian_large_town.txt
plan Eastern_City barbarian_city.txt
plan Eastern_Large_City barbarian_large_city.txt
plan Eastern_Huge_City barbarian_huge_city.txt
plan Carthaginian_Fort eastern_fort.txt
plan Carthaginian_Village egyptian_village.txt
plan Carthaginian_Town carthaginian_town.txt
plan Carthaginian_Large_Town carthaginian_large_town.txt
plan Carthaginian_City carthaginian_city.txt
plan Carthaginian_Large_City carthaginian_large_city.txt
plan Carthaginian_Huge_City carthaginian_huge_city.txt
plan Barbarian_Fort barbarian_fort.txt
plan Barbarian_Village barbarian_village.txt
plan Barbarian_Town barbarian_town.txt
plan Barbarian_Large_Town barbarian_large_town.txt
plan Barbarian_City barbarian_city.txt
plan Barbarian_Large_City barbarian_large_city.txt
plan Barbarian_Huge_City barbarian_huge_city.txt
}
; PLANS BY LEVEL
;
; These define a full list of plans for all the settlement levels.
; Format:
; plan_levels <plan id>
; {
; <level type> <level id>
; }
; A complete level list must be supplied. Order is unimportant, and repeats override.
plans_by_level
{
plan_levels Roman_plan_levels
{
village Roman_Village
town Roman_Town
large_town Roman_Large_Town
city Roman_City
large_city Roman_Large_City
huge_city Roman_Huge_City
}
plan_levels Eastern_plan_levels
{
village Barbarian_Village
town Barbarian_Town
large_town Barbarian_Large_Town
city Barbarian_City
large_city Barbarian_Large_City
huge_city Barbarian_Huge_City
}
plan_levels Barbarian_plan_levels
{
village Barbarian_Village
town Barbarian_Town
large_town Barbarian_Large_Town
city Barbarian_City
large_city Barbarian_Large_City
huge_city Barbarian_Huge_City
}
plan_levels Carthaginian_plan_levels
{
village Carthaginian_Village
town Carthaginian_Town
large_town Carthaginian_Large_Town
city Carthaginian_City
large_city Carthaginian_Large_City
huge_city Carthaginian_Huge_City
}
;************* only using this settlement ***************
;
; plan_levels test_levels
; {
;
; ; as long as settlement is village in descr_battle.txt then only the following line is used.
;
; village Roman_Large_Town
;
; town Egyptian_Village
; large_town Egyptian_Village
; city Egyptian_Village
; large_city Egyptian_Village
; huge_city Egyptian_Village
; }
}
; PLAN SETS
; associate plan_levels and cultures; a settlement gets a full plan set, and can then keep that whatever happens.
; There may be selection criteria at some point, eg for terrain etc. Initially we'll have a limited set,
; but we'll expand these. It means we can have different plans for different cultures if we want, without
; it ever being a problem. Port plan sets are treated as separate - when a settlement gets a plan set,
; it'll know whether it's coastal or not. How plans are chosen is unresolved; currently, a plan can be requested
; at random (knowing inland or port) or by plan name (for settlements in template files). Later, if we get varying
; height plans in, there may be extra criteria such as local terrain used when a player creates a settlement.
plan_sets
{
;inland default_set
plan_set default_set
{
locale any
;default test_levels
roman Roman_plan_levels
nomad Barbarian_plan_levels
carthaginian Barbarian_plan_levels
hun Barbarian_plan_levels
eastern Barbarian_plan_levels
barbarian Barbarian_plan_levels
}
;port default_port_set
plan_set default_port_set
{
locale any
default Roman_plan_levels
}
}
camps
{
camp
{
culture roman
locale any
plan roman_camp_small.txt
}
camp
{
culture nomad
locale any
plan greek_camp.txt
}
camp
{
culture hun
locale any
plan egyptian_camp.txt
}
camp
{
culture eastern
locale any
plan egyptian_camp.txt
}
camp
{
culture carthaginian
locale any
plan greek_camp.txt
}
camp
{
culture barbarian
locale any
plan barbarian_camp.txt
}
}
baggage_trains
{
baggage_train
{
culture roman
locale any
plan
{
floor underlay_baggage_train.cas overlay_baggage_train.cas
baggage_train, 0, 0, 0, 0
}
}
}
forts
;deriving the new fort plans from the old camp plans
{
fort
{
culture roman
locale any
plan roman_fort.txt
}
fort
{
culture nomad
locale any
plan barbarian_camp.txt
}
fort
{
culture hun
locale any
plan egyptian_camp.txt
}
fort
{
culture eastern
locale any
plan egyptian_camp.txt
}
fort
{
culture carthaginian
locale any
plan egyptian_camp.txt
}
fort
{
culture barbarian
locale any
plan barbarian_camp.txt
}
}
ambient_plans
{
plan basic_farm
{
floor underlay_baggage_train.cas overlay_baggage_train.cas
baggage_train, 0, 0, 0, 0
}
;plan resource_forestry resource_forestry.txt
plan resource_farm_large1 resource_farm_large1.txt
plan resource_columbarium resource_columbarium.txt
plan resource_roman_farm_A resource_roman_farm_A.txt
plan resource_roman_farm_B resource_roman_farm_B.txt
plan resource_hay_field_square hayfield_new.txt
plan resource_hay_field_square_winter hayfield_new_winter.txt
plan resource_corn_field_square hayfield_new.txt
plan resource_corn_field_square_winter hayfield_new_winter.txt
plan resource_furrowed_soil hayfield_new.txt
plan resource_furrowed_soil_winter hayfield_new_winter.txt
plan resource_hay_field_with_stone_wall resource_hay_field_with_stone_wall.txt
plan resource_hay_field_with_stone_wall_winter resource_hay_field_with_stone_wall_winter.txt
plan resource_hay_field_with_hedgerow_border resource_hay_field_with_hedgerow_border.txt
plan resource_fields_group_A hayfield_new.txt
plan resource_fields_group_A_winter hayfield_new_winter.txt
plan resource_fields_group_B resource_fields_group_B.txt
plan resource_roman_poor_farm_A resource_roman_poor_farm_A.txt
plan resource_roman_poor_farm_B resource_roman_poor_farm_B.txt
plan resource_egyptian_farm_A resource_egyptian_farm_A.txt
plan resource_egyptian_farm_B resource_egyptian_farm_B.txt
; wonders
plan pyramids_at_giza pyramids_at_giza.txt
plan pyramids_at_giza_battle pyramids_at_giza_battle.txt
plan temple_to_artemis temple_to_artemis.txt
plan temple_to_artemis_battle temple_to_artemis_battle.txt
plan mausoleum_at_halicarnassus mausoleum_at_halicarnassus.txt
plan mausoleum_at_halicarnassus_battle mausoleum_at_halicarnassus_battle.txt
plan olympia olympia.txt
plan olympia_battle olympia_battle.txt
plan pharos_at_alexandria pharos_at_alexandria.txt
plan pharos_at_alexandria_battle pharos_at_alexandria_battle.txt
plan colossus_of_rhodes colossus_of_rhodes.txt
plan colossus_of_rhodes_battle colossus_of_rhodes_battle.txt
plan hanging_gardens_of_babylon hanging_gardens_of_babylon.txt
plan hanging_gardens_of_babylon_battle hanging_gardens_of_babylon_battle.txt
; watchtowers
plan watchtower_roman_greek watchtower_roman_greek.txt
plan watchtower_egyptian_eastern watchtower_egyptian_eastern.txt
plan watchtower_barbarian watchtower_barbarian.txt
; super high-lod RTM architecture
plan colosseum_interior_RTM colosseum_interior_RTM.txt
plan circus_maximus_interior_RTM circus_maximus_interior_RTM.txt
plan long_roman_street long_roman_street.txt
; ambient settlements
plan barrow_mound barrow_mound.txt
plan ruined_greek_temple ruined_greek_temple.txt
plan tholos_tomb tholos_tomb.txt
plan henge henge.txt
plan henge_half_built henge_half_built.txt
plan standing_stones standing_stones.txt
plan meroitic_cemetery meroitic_cemetery.txt
plan egyptian_rock-cut_temple egyptian_rock-cut_temple.txt
plan egyptian_underground_tomb egyptian_underground_tomb.txt
plan former_marching_camp former_marching_camp.txt
plan roman_country_villa roman_country_villa.txt
plan clump_of_palm_trees_A clump_of_palm_trees_A.txt
plan clump_of_palm_trees_B clump_of_palm_trees_B.txt
plan oasis clump_of_palm_trees_A.txt
plan ancient_battlefield ancient_battlefield.txt
plan LION_wagon_laager LION_wagon_laager.txt
; plan LION_persian_galley LION_persian_galley.txt
plan large_lake2_with_trees large_lake2_with_trees.txt
plan oasis2_with_trees oasis2_with_trees.txt
plan small_lake2_with_trees small_lake2_with_trees.txt
plan roman_ruins roman_ruins.txt
plan ruins_2 ruins_2.txt
plan abandoned_house abandoned_house.txt
plan abandoned_house_2 abandoned_house_2.txt
plan hayfield_new hayfield_new.txt
plan barb_ruins barb_ruins.txt
plan barb_ruins_01 barb_ruins_01.txt
plan barb_ruins_02 barb_ruins_02.txt
plan barb_ruins_03 barb_ruins_03.txt
plan barb_ruins_04 barb_ruins_04.txt
plan eastern_blacksmith_ruin eastern_blacksmith_ruin.txt
;;;;;;;;;;;;;;;; 01 is broken
; plan eastern_ruin_01 eastern_ruin_01.txt
plan eastern_ruin_02 eastern_ruin_02.txt
plan eastern_ruin_03 eastern_ruin_03.txt
plan eastern_ruin_village eastern_ruin_village.txt
plan egyptian_ruin_01 egyptian_ruin_01.txt
plan egyptian_ruins_large egyptian_ruins_large.txt
plan egyptian_ruins_03 egyptian_ruins_03.txt
plan egyptian_ruins_walls egyptian_ruins_walls.txt
plan greek_ruin_01 greek_ruin_01.txt
plan greek_ruins_02 greek_ruins_02.txt
plan ruined_greek_temple_02 ruined_greek_temple_02.txt
plan swamp_ruins_01 swamp_ruins_01.txt
plan swamp_ruins_02 swamp_ruins_02.txt
plan swamp_ruins_03 swamp_ruins_03.txt
plan swamp_ruins_04 swamp_ruins_04.txt
plan swamp_ruins_05 swamp_ruins_05.txt
plan snowy_ruin_01 snowy_ruin_01.txt
plan snowy_ruin_02 snowy_ruin_02.txt
plan snow_ruins_walls snow_ruins_walls.txt
plan snow_ruins_walls_2 snow_ruins_walls_2.txt
plan snow_ruins_walls_3 snow_ruins_walls_3.txt
;;;;;;;;;;;;;;new fields
plan olive_grove olive_grove.txt
plan hay_field_small_ploughed hay_field_small_ploughed.txt
plan hay_field_small_ploughed_winter hay_field_small_ploughed_winter.txt
plan hay_field_ruin hay_field_ruin.txt
plan hay_field_ruin_winter hay_field_ruin_winter.txt
plan hay_field_new_128_64 hay_field_new_128_64.txt
plan hay_field_new_128_64_winter hay_field_new_128_64_winter.txt
plan hay_field_new_128_128 hay_field_new_128_128.txt
plan hay_field_new_128_128_winter hay_field_new_128_128_winter.txt
plan hay_field_long_ploughed hay_field_long_ploughed.txt
plan hay_field_long_ploughed_winter hay_field_long_ploughed_winter.txt
plan farm_orchard_field farm_orchard_field.txt
plan farm_orchard_field_winter farm_orchard_field_winter.txt
plan farm_hay_corn farm_hay_corn.txt
plan farm_hay_corn_winter farm_hay_corn_winter.txt
plan farm_grove farm_grove.txt
plan farm_grove_winter farm_grove_winter.txt
plan hayfield_new_winter hayfield_new_winter.txt
}
As you see I highlighted some lines in red...what are they doing there?? (yeah, Iīm amateur!, thatīs why I am doing this!, hehe)
So far I did the following:
Code:
; Plans
; A plan is an actual layout, for a specific culture (the creating culture for that settlement level)
; and a specific level (town, city etc). It consists of a list of positioned ambient buildings and slots.
; There are NO fail states here; if a plan runs out of (or has no) slots big enough or flagged as suitable for
; a given building type, the building will just not appear in the plan.
; Plans are declared explicitly here, and all required definitions are tested.
plans
{
plan Roman_Fort roman_fort.txt
plan Roman_Village roman_village.txt
plan Roman_Town roman_town.txt
plan Roman_Large_Town roman_large_town.txt
plan Roman_City roman_city.txt
plan Roman_Large_City roman_large_city.txt
plan Roman_Huge_City roman_huge_city.txt
plan Eastern_Fort barbarian_fort.txt
plan Eastern_Village barbarian_village.txt
plan Eastern_Town barbarian_town.txt
plan Eastern_Large_Town barbarian_large_town.txt
plan Eastern_City barbarian_city.txt
plan Eastern_Large_City barbarian_large_city.txt
plan Eastern_Huge_City barbarian_huge_city.txt
plan Carthaginian_Fort eastern_fort.txt
plan Carthaginian_Village egyptian_village.txt
plan Carthaginian_Town carthaginian_town.txt
plan Carthaginian_Large_Town carthaginian_large_town.txt
plan Carthaginian_City carthaginian_city.txt
plan Carthaginian_Large_City carthaginian_large_city.txt
plan Carthaginian_Huge_City carthaginian_huge_city.txt
plan Barbarian_Fort barbarian_fort.txt
plan Barbarian_Village barbarian_village.txt
plan Barbarian_Town barbarian_town.txt
plan Barbarian_Large_Town barbarian_large_town.txt
plan Barbarian_City barbarian_city.txt
plan Barbarian_Large_City barbarian_large_city.txt
plan Barbarian_Huge_City barbarian_huge_city.txt
plan custom_Fort roman_fort.txt
plan custom_Village roman_village.txt
plan custom_Town roman_town.txt
plan custom_Large_Town roman_large_town.txt
plan custom_City roman_city.txt
plan custom_Large_City roman_large_city.txt
plan custom_Huge_City roman_huge_city.txt
}
; PLANS BY LEVEL
;
; These define a full list of plans for all the settlement levels.
; Format:
; plan_levels <plan id>
; {
; <level type> <level id>
; }
; A complete level list must be supplied. Order is unimportant, and repeats override.
plans_by_level
{
plan_levels Roman_plan_levels
{
village Roman_Village
town Roman_Town
large_town Roman_Large_Town
city Roman_City
large_city Roman_Large_City
huge_city Roman_Huge_City
}
plan_levels Eastern_plan_levels
{
village Barbarian_Village
town Barbarian_Town
large_town Barbarian_Large_Town
city Barbarian_City
large_city Barbarian_Large_City
huge_city Barbarian_Huge_City
}
plan_levels Barbarian_plan_levels
{
village Barbarian_Village
town Barbarian_Town
large_town Barbarian_Large_Town
city Barbarian_City
large_city Barbarian_Large_City
huge_city Barbarian_Huge_City
}
plan_levels Carthaginian_plan_levels
{
village Carthaginian_Village
town Carthaginian_Town
large_town Carthaginian_Large_Town
city Carthaginian_City
large_city Carthaginian_Large_City
huge_city Carthaginian_Huge_City
}
plan_levels custom_plan_levels
{
village custom_Village
town custom_Town
large_town custom_Large_Town
city custom_City
large_city custom_Large_City
huge_city custom_Huge_City
}
;************* only using this settlement ***************
;
; plan_levels test_levels
; {
;
; ; as long as settlement is village in descr_battle.txt then only the following line is used.
;
; village Roman_Large_Town
;
; town Egyptian_Village
; large_town Egyptian_Village
; city Egyptian_Village
; large_city Egyptian_Village
; huge_city Egyptian_Village
; }
}
; PLAN SETS
; associate plan_levels and cultures; a settlement gets a full plan set, and can then keep that whatever happens.
; There may be selection criteria at some point, eg for terrain etc. Initially we'll have a limited set,
; but we'll expand these. It means we can have different plans for different cultures if we want, without
; it ever being a problem. Port plan sets are treated as separate - when a settlement gets a plan set,
; it'll know whether it's coastal or not. How plans are chosen is unresolved; currently, a plan can be requested
; at random (knowing inland or port) or by plan name (for settlements in template files). Later, if we get varying
; height plans in, there may be extra criteria such as local terrain used when a player creates a settlement.
plan_sets default_set
{
locale any
;default test_levels
roman Roman_plan_levels
nomad Barbarian_plan_levels
carthaginian Barbarian_plan_levels
hun Barbarian_plan_levels
eastern Barbarian_plan_levels
barbarian Barbarian_plan_levels
}
plan_set custom_set
{
locale any
default Roman_plan_levels
}
;port default_port_set
plan_set default_port_set
{
locale any
default Roman_plan_levels
}
}
What am I doing wrong!? any help? thank you anyway for the tutorial! It work perfectly in other mods!