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Thread: How to Make New Buildings

  1. #21

    Default Re: How to Make New Buildings

    the _core at the end doesn't do anything.

  2. #22
    UndyingNephalim's Avatar Primicerius
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    Default Re: How to Make New Buildings

    Quote Originally Posted by markhaselb View Post
    the _core at the end doesn't do anything.
    Well there goes that theory.

    It's really odd, the building shows up just fine in Geomod when I go to the development tab to add buildings to a city. It save with no problems, no crashes, nothing. Yet Medieval 2 crashes seconds after start up with no error in the log at all. I thought maybe there was something non-building related causing the crash but when I delete the entry from the EDB the game runs just fine.

  3. #23

    Default Re: How to Make New Buildings

    Can you post the descriptions again?

  4. #24
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: How to Make New Buildings

    Anything in the log? Have you tried the EDB validator? Missing descriptions maybe (all cultures should have a line).










  5. #25
    Polycarpe's Avatar Back into action!
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    Default Re: How to Make New Buildings

    Hi, seems I have an issue with creating a guild, here's my following codes

    Export_Descr_Building
    Spoiler Alert, click show to read: 
    building guild_apothecary_guild
    {
    levels apothecary_guild m_apothecary_guild gm_apothecary_guild
    {
    apothecary_guild city requires factions { northern_european, eastern_european, greek, southern_european, }
    {
    capability
    {

    }
    material wooden
    construction 1
    cost 1000
    settlement_min city
    upgrades
    {
    m_apothecary_guild
    }
    }
    m_apothecary_guild city requires factions { northern_european, eastern_european, greek, southern_european, }
    {
    capability
    {

    }
    material wooden
    construction 1
    cost 2000
    settlement_min large_city
    upgrades
    {
    gm_apothecary_guild
    }
    }
    gm_apothecary_guild city requires factions { northern_european, eastern_european, greek, southern_european, }
    {
    capability
    {

    }
    material wooden
    construction 1
    cost 3000
    settlement_min huge_city
    upgrades
    {
    }
    }
    }
    plugins
    {
    }
    }



    Export_Descr_Guild
    Spoiler Alert, click show to read: 
    ;===============================================================
    ;== GUILD THREAD DATA STARTS HERE ==
    ;===============================================================

    ;------------------------------------------
    ;Guild apothecary_guild
    ; building guild_apothecary_guild
    ; levels 50 125 250
    ;
    ;------------------------------------------

    ;===============================================================
    ;== TRIGGER DATA STARTS HERE ==
    ;===============================================================

    ;------------------------------------------
    Trigger 0001_Guild_Upgraded
    WhenToTest GuildUpgraded


    Guild this s 20
    Guild this o 10

    ;------------------------------------------
    Trigger 0002_Guild_Destroyed
    WhenToTest GuildDestroyed


    Guild this s -100
    Guild this o -20

    ;------------------------------------------
    Trigger 0003_Settlement_Upgraded
    WhenToTest SettlementUpgraded


    Guild all s 10

    ;------------------------------------------
    Trigger 0004_Normalise
    WhenToTest SettlementTurnStart

    Condition I_TurnNumber > 25

    Guild all s -1

    ;------------------------------------------
    Trigger 0005_Build_Almshouse
    WhenToTest BuildingCompleted

    Condition SettlementBuildingFinished = almshouse

    Guild apothecary_guild s 300
    Guild apothecary_guild o 2


    Everything looks ok but for some reasons, when I build the required buildings (Almshouse), nothing happens and the amount of guild points I gave is quite enough (testing purpose). Anyone has a solution?

    Regards.

  6. #26

    Default Re: How to Make New Buildings

    Uncomment the guild part in export_descr_guilds?

  7. #27
    Polycarpe's Avatar Back into action!
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    Default Re: How to Make New Buildings

    Quote Originally Posted by Eothese View Post
    Uncomment the guild part in export_descr_guilds?
    , Now I feel dumb.. Thanks for the head up mate.

  8. #28

    Default Re: How to Make New Buildings

    Lol, no worries it happens...

  9. #29
    Willowran's Avatar Domesticus
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    Default Re: How to Make New Buildings

    about that .bin-.txt converter... when i run it, command propmpt flashes with this :

    C:\Program Files\SEGA\Medieval II Total War\data\text>strings_bin_converter.py a
    ll
    Traceback (most recent call last):
    File "C:\Program Files\SEGA\Medieval II Total War\data\text\strings_bin_conver
    ter.py", line 42, in <module>
    for filepath in os.listdir(''):
    WindowsError: [Error 3] The system cannot find the path specified: ''

    any ideas on what the issue is? Python (2.7) is installed...

  10. #30
    irishron's Avatar Cura Palatii
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    Default Re: How to Make New Buildings

    Version 2.7 won't work. Uninstall it and use 2.6.4 or 2.6.

  11. #31
    Willowran's Avatar Domesticus
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    Default Re: How to Make New Buildings

    thanks. downloaded, and it is now working. problemo solvodo.

  12. #32
    AWRA's Avatar Libertus
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    Default Re: How to Make New Buildings

    Quote Originally Posted by irishron View Post
    Version 2.7 won't work. Uninstall it and use 2.6.4 or 2.6.
    New to modding with Python and "txt.strings.bin" file conversion, went to Python website and latest versions are 3.2.3 here -
    http://python.org/

    am I in the right place?

  13. #33
    irishron's Avatar Cura Palatii
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    Default Re: How to Make New Buildings


  14. #34
    AWRA's Avatar Libertus
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    Default Re: How to Make New Buildings

    irishron:

    thanks.

    From the reading above and on another thread on mistakes to avoid comes questions:
    If I'm modding a stand alone mod and just edit the text file, then delete the corresponding txt.strings.bin file as discussed above - in this case buildings then the game rebuilds that on reboot correct from my editted text?

    However would that still be save gameable - I'm guessing not?

    Mechanism works like delete, rewrite of rwm file when the map is altered?

  15. #35
    irishron's Avatar Cura Palatii
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    Default Re: How to Make New Buildings

    Quote Originally Posted by AWRA View Post
    irishron:

    thanks.

    From the reading above and on another thread on mistakes to avoid comes questions:
    If I'm modding a stand alone mod and just edit the text file, then delete the corresponding txt.strings.bin file as discussed above - in this case buildings then the game rebuilds that on reboot correct from my editted text?
    Yes.

    However would that still be save gameable - I'm guessing not?
    This one is savegame compatible, believe it or not.

    Mechanism works like delete, rewrite of rwm file when the map is altered?
    Yes. They just use a different format.

  16. #36
    AWRA's Avatar Libertus
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    Default Re: How to Make New Buildings

    Irishon:

    Thanks for all the help.

    Trying to get military academies/officers academies to be buildable and work right in TATW.

    AWRA - Arnor Will Rise Again.

  17. #37
    Hellvard's Avatar Senator
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    Default Re: How to Make New Buildings

    I made market buildings for castle, first three levels. I can build them, they have description, but default building icons. I copied vanilla files from southern_european folder and changed them to castle_corn_echange and so on, just like in edb. They are in right folders for sure. Also made entries in export_buildings.text and deleted e_b.bin file. What can be wrong?

  18. #38
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: How to Make New Buildings

    Have you tried playing a southern_european faction?
    The pictures need the culture prefix as well, eg #southern_european_castle_corn_exchange










  19. #39
    Hellvard's Avatar Senator
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    Default Re: How to Make New Buildings

    I cannot play se faction, because i add this to teutonic campaign. And yes, I put prefixes like in here #southern_european_castle_market. I also tryied to rename this to northern_european and put to that folder, but nothing changes.

  20. #40
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: How to Make New Buildings

    Can you copy one of your EDB entries here?
    Do you run the mod with the file_first command in it's CFG file?

    Running this tutorial from step 3 onward together with deleting the med2 folder in the VirtualStore could help.

    You may have to delete the text\export_buildings.STRING.BIN file to force the generating of a new one.










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