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Thread: A Guide to Export_Descr_Buildings.txt

  1. #261

    Default Re: A Guide to Export_Descr_Buildings.txt

    Quote Originally Posted by Gigantus View Post
    A building has to have the temple prefix and the religion entry to get destroyed if the settlement gets captured by another religion.
    It dosen't seem work with custom religions.

    Here is the entry for the high elven temple from the Elder Scrolls mod.
    Code:
    building temple_auriel
    {
        religion auriel_rel
        levels a_small_chapel a_chapel 
        {
            a_small_chapel requires factions { byzantium, } 
            {
                capability
                {
                    happiness_bonus bonus 2
                    religion_level bonus 3
                    agent_limit priest 1
                }
                material wooden
                construction  1 
                cost  800 
                settlement_min village
                upgrades
                {
                    a_chapel
                }
            }
            a_chapel requires factions { byzantium, } 
            {
                capability
                {
                    happiness_bonus bonus 2
                    religion_level bonus 4
                    agent_limit priest 2
                    population_health_bonus bonus 1
                }
                material wooden
                construction  3 
                cost  2600 
                settlement_min large_town
                upgrades
                {
                }
            }
        }
        plugins 
        {
        }
    }
    It dosen't get destroyed if another religion captures it, which is a problem in the submods that base recruitment on religion since the AI don't destroy buildings in their own settlements.

  2. #262
    Withwnar's Avatar Script To The Waist
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    Default Re: A Guide to Export_Descr_Buildings.txt

    Auto destruction doesn't work if the levels don't have "city" or "castle" qualifiers. http://www.twcenter.net/forums/showt...1#post14773297

  3. #263

    Default Re: A Guide to Export_Descr_Buildings.txt

    Is there a way to add effect "tax bonus" to the building?

  4. #264
    Frunk's Avatar Form Follows Function
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    Default Re: A Guide to Export_Descr_Buildings.txt

    Quote Originally Posted by OP
    In addition, there is sometimes a line that goes after the convert_to line that ties the building to a specific religion. It goes as follows:
    religion orthodox
    Available religions are:
    catholic
    orthodox
    islam
    pagan
    heretic
    After the line definition comes the individual building definitions in order, like the gunsmith definition:
    Can someone tell me exactly what the religion line does? i.e. what does "ties the building to a specific religion" mean? Is the building only buildable by factions of that religion (and does that conflict with the requires faction line)? Or is it destroyed when a faction not of that religion captures the settlement? Or does it do something else?

  5. #265
    Withwnar's Avatar Script To The Waist
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    Default Re: A Guide to Export_Descr_Buildings.txt

    If the building has a religion_level capability (i.e. increases religion level) then that line indicates which religion it's referring to.

    Also, yes, it triggers auto-destruction when a faction of another religion captures it. But it must have a "city" or "castle" qualifier for this to happen. e.g. artist_studio city requires factions ... Sometimes buildings don't have this, when the same building is available in both types; such buildings will not auto-destroy.
    http://www.twcenter.net/forums/showt...4#post14773524

  6. #266
    Frunk's Avatar Form Follows Function
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    Default Re: A Guide to Export_Descr_Buildings.txt

    That clears everything up, thanks With! +rep

    Most of the "European" buildings in the Americas campaign are assigned catholic, so I'll be getting rid of that line in cases where the building might also be protestant, islam or orthodox.
    Last edited by Frunk; October 11, 2017 at 04:43 AM.

  7. #267
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: A Guide to Export_Descr_Buildings.txt

    Quote Originally Posted by Gigantus View Post
    This is the list, can't guarantee that they all work - I know only about some difficulties with the construction cost bonuses.

    agent [agent type]
    agent_limit [agent type]
    amplify_religion_level
    archer_bonus armour
    cavalry_bonus
    construction_cost_bonus_defensive
    construction_cost_bonus_military
    construction_cost_bonus_other
    construction_cost_bonus_religious
    construction_cost_bonus_stone
    construction_cost_bonus_wooden
    construction_time_bonus_defensive
    construction_time_bonus_military
    construction_time_bonus_other
    construction_time_bonus_religious
    construction_time_bonus_stone
    construction_time_bonus_wooden
    farming_level
    fire_risk
    free_upkeep
    gate_defences
    gate_strength
    gun_bonus
    happiness_bonus
    heavy_cavalry_bonus
    income_bonus
    law_bonus
    mine_resource
    navy_bonus
    pope_approval
    pope_disapproval
    population_growth_bonus
    population_health_bonus
    population_loyalty_bonus
    recruitment_cost_bonus_naval
    recruitment_slots recruitment_time_bonus_naval
    recruits_exp_bonus
    recruits_morale_bonus
    religion_level
    retrain_cost_bonus
    road_level
    stage_games
    stage_races
    taxable_income_bonus
    tower_level
    trade_base_income_bonus
    trade_fleet
    trade_level_bonus
    upgrade_bodyguard
    wall_level
    weapon_artillery_gunpowder
    weapon_artillery_mechanical weapon_bladed
    weapon_melee_blade
    weapon_melee_simple weapon_missile
    weapon_missile_gunpowder
    weapon_missile_mechanical
    weapon_naval_gunpowder
    weapon_projectile
    weapon_siege bonus
    weapon_simple
    Would some good, experienced soul bother to go through this list and point out the building effects which do work (and tell us which actually don't)? I think the community gathered much of knowledge over the lat 4 years of modding. And again thanks for Gigantus for providing us with this list.
    JoC

  8. #268
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: A Guide to Export_Descr_Buildings.txt

    taxable_income_bonus doesn't work for sure










  9. #269

    Default Re: A Guide to Export_Descr_Buildings.txt

    I have a problem, i have edited export_descr_buildings to change to 0.4 and now the game crash even before to be opened... Why? What can i do?

  10. #270
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: A Guide to Export_Descr_Buildings.txt

    Which editor are you using? And what exactly did you change? Copy that line here and mark the number.










  11. #271
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: A Guide to Export_Descr_Buildings.txt

    Hi Guys,
    in the EDB for The Last Kingdom mod I've found a following benefit from a building: population_loyalty_bonus 1.
    I cannot find either in this thread or in the Docudemons.
    Does anybody know if it works in the M2TW? (maybe it existed in the RTW engine?)
    cheers
    JoC

  12. #272
    Withwnar's Avatar Script To The Waist
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    Default Re: A Guide to Export_Descr_Buildings.txt

    http://www.twcenter.net/wiki/Export_...ngs.txt_-_M2TW

    According to that it doesn't work, despite the browser (building details card I presume) showing that it does.

  13. #273
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: A Guide to Export_Descr_Buildings.txt

    Thanks, Withwnar!
    It was used in the older mods and still lurks in the code ;-)
    I wish you and all the moders of the TATW, and Gigantus, and Quintus and moders of the EBII, and moders of other mods, would write what's been discovered about the M2TW engine in the recent years (say 2011-2018). Parts of it are here and there (like this list of non-functional script terms), but it'd be good to have it in one place ;-)
    cheers
    JoC

    PS. (ad previous Gigantus entry) Interestingly enough, in the EBII EDB there's a phrase:
    Code:
    taxable_income_bonus bonus -10 ; No effect other than to provide the visible text for the construction time bonus
    ....
    recruits_morale_bonus bonus -1 ; No effect other than to provide the visible text for the Trade Good bonus
    So it means that you may use these to provide the text of the other effect. I wonder why if "0" may be used.

    EDIT: errr, yes, on the Wiki page it's described as well. I shoud read more carefully...
    Last edited by Jurand of Cracow; October 10, 2018 at 02:51 AM.

  14. #274
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: A Guide to Export_Descr_Buildings.txt

    Hi Guys,
    I'm looking for an explanation for the following issue.
    In the SSHIP there's a building chain "Food Administration" that with the building taking 7, 9, and 10 turns to build. You can start building them but vanish from the queue for no discernible reason after a few turns. If you reduce the prices - it sometimes work, but sometimes not. The same problem is with another building chain (mines), in this case lowering the number of turns to be built works occasionally.
    Do you happen to have a similar experience in the other mods? Why it may happen?
    JoC

  15. #275
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: A Guide to Export_Descr_Buildings.txt

    Haven't heard of this problem before. But then the build times are higher then usual.

    Has the building a event counter condition that is dynamic, eg switches on and off during game play? Switching an event counter off results in the accumulated building time to be discarded. See here for the principle.










  16. #276
    Lifthrasir's Avatar "Capre" Dunkerquois
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    Default Re: A Guide to Export_Descr_Buildings.txt

    About the mine issue mentionned by JoC above, I can't find the reason why. See the code below:
    Code:
    building mines
    {
      convert_to castle_mines
      levels mines mines+1
      {
        mines city requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, } and event_counter is_the_player 1 and resource silver or resource gold or resource iron or resource marble and building_present_min_level logging_camp logging_camp
        {
          convert_to 0
          capability
          {
            mine_resource 5 requires not event_counter is_the_ai 3 and not event_counter is_the_ai 4
            mine_resource 6 requires event_counter is_the_ai 3 and not event_counter is_the_ai 4
            mine_resource 7 requires event_counter is_the_ai 4
        population_health_bonus bonus -2
          
          }
          material wooden
          construction  7
          cost  3250
          settlement_min large_town
          upgrades
          {
            mines+1
          }
        }
        mines+1 city requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, } and event_counter is_the_player 1 and resource silver or resource gold or resource iron or resource marble and building_present_min_level logging_camp carpenter
        {
          convert_to 1
          capability
          {
            mine_resource 8 requires not event_counter is_the_ai 3 and not event_counter is_the_ai 4
            mine_resource 9 requires event_counter is_the_ai 3 and not event_counter is_the_ai 4
            mine_resource 10 requires event_counter is_the_ai 4
        population_health_bonus bonus -4
          }
          material wooden
          construction  9
          cost  5200
          settlement_min city
          upgrades
          {
          }
        }
      }
      plugins
      {
      }
    }
    I've also checked the logging camp:
    Code:
    building logging_camp    ;tech
    {
      convert_to logging_camp
      levels logging_camp carpenter
      {
        logging_camp requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, }
        {
          convert_to 0
          capability
          {
            construction_cost_bonus_wooden bonus 5 requires not event_counter is_the_ai 3
            construction_cost_bonus_wooden bonus 10 requires event_counter is_the_ai 3 and not event_counter is_the_ai 4
            construction_cost_bonus_wooden bonus 15 requires event_counter is_the_ai 4
            population_loyalty_bonus bonus 1
            trade_base_income_bonus bonus 1 requires factions { cumans, lithuania, }
          }
          material wooden
          construction  3
          cost  850
          settlement_min town
          upgrades
          {
          carpenter
          }
        }
        carpenter requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, }
        {
          convert_to 0
          capability
          {
            construction_cost_bonus_wooden bonus 10 requires not event_counter is_the_ai 3
            construction_cost_bonus_wooden bonus 15 requires event_counter is_the_ai 3 and not event_counter is_the_ai 4 
            construction_cost_bonus_wooden bonus 20 requires event_counter is_the_ai 4  
            population_loyalty_bonus bonus 2
            trade_base_income_bonus bonus 2 requires factions { cumans, lithuania, }
          }
          material wooden
          construction  3
          cost  3000
          settlement_min city
          upgrades
          {
          }
        }
      }
      plugins
      {
      }
    }
    I still can't understand why the building lvl2 is diseappearing from the building queue. Can it be due to the mix of the "or" and "and" conditions?
    Note: we're using 2tpy
    Under the patronage of Flinn, proud patron of Jadli, from the Heresy Vault of the Imperial House of Hader

  17. #277
    Withwnar's Avatar Script To The Waist
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    Default Re: A Guide to Export_Descr_Buildings.txt

    Could be this:
    and event_counter is_the_player 1

    During turn end that is no longer true. I don't know if that makes it disappear from the queue but would make sense if it did. Though that would also make level 1 disappear from the queue ... does it?

    By the way: is it the intention that the logger camp is only required when marble is the resource? If not then it should be something like...

    Code:
    mines city requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, } and event_counter is_the_player 1 and building_present_min_level logging_camp logging_camp and resource silver or resource gold or resource iron or resource marble
    Last edited by Withwnar; August 18, 2019 at 04:56 AM.

  18. #278
    Lifthrasir's Avatar "Capre" Dunkerquois
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    Default Re: A Guide to Export_Descr_Buildings.txt

    Thanks Withwnar.
    The dev who did this is unfortunately not longer active on TWC. I think that his purpose was to tied the mine and its upgrade to the existence of another one (and its relevant upgrade as well). In this case, the logging camp and then the carpenter. The list of resources is just to justify the case to build a mine

    So if I got it right, by putting the logging camp condition first as a minimum level requiered, that should solve the issue
    If yes, I think that I have many buildings to check in the EDB
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  19. #279
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: A Guide to Export_Descr_Buildings.txt

    Yup, event counters that change during the building period will reset the building process, eg cancel it. We used a script work around in EBII that might help:

    Code:
        monitor_event AddedToBuildingQueue FactionType f_rome
            and BuildingName = roads_garrison_four
            inc_counter cohors_disbanded -5
            if I_IsFactionAIControlled f_rome					;;; for the AI it is not needed
                terminate_monitor
            end_if
            if I_CompareCounter cohors_disbanded < 5
                set_event_counter ecVeteran_Colony 0
            end_if
        end_monitor
        ;
        ;   Re-enable the event counter after the player has clicked the end turn button. If this isn't done, the colony building will never complete.
        ;
        monitor_event ButtonPressed ButtonPressed end_turn
            if I_IsFactionAIControlled f_rome					;;; for the AI it is not needed
                terminate_monitor
            end_if
            ;
            if not I_IsFactionAIControlled f_rome
                set_event_counter ecVeteran_Colony 1
            end_if
        end_monitor
        ;
        ;   Disable the event counter at the end of faction turn.
        ;
        monitor_event FactionTurnEnd FactionType f_rome
            if I_IsFactionAIControlled f_rome					;;; for the AI it is not needed
                terminate_monitor
            end_if
            set_event_counter ecVeteran_Colony 0
        end_monitor










  20. #280
    Lifthrasir's Avatar "Capre" Dunkerquois
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    Default Re: A Guide to Export_Descr_Buildings.txt

    You just forgot one parameter Gig: my knowledge in scripting equals to 0
    Under the patronage of Flinn, proud patron of Jadli, from the Heresy Vault of the Imperial House of Hader

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