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Thread: Modding Questions and Help Thread

  1. #201
    DrBeast's Avatar Biarchus
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    Default Re: Modding Questions and Help Thread

    Good thing I reloaded this thread before writing anything - ninja'd by Mank before I could even copypaste

  2. #202
    Mank's Avatar Dormouse of Hader
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    Default Re: Modding Questions and Help Thread

    The diabolical mouse strikes again!


    I know the feeling Beast, Ngugi ninja's me on this thread all the time. Without a doubt the ferret is one of the most fearsome of enemies...
    Last edited by Mank; June 02, 2013 at 01:24 PM.

  3. #203
    riuk881's Avatar Semisalis
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    Default Re: Modding Questions and Help Thread

    thanks mank! so for images i just paste into Third_Age_3\data\ui\gondor\buildings it doesn't need to be in a specific section of the folder? Also is the text necessary for it to work? I can live without the text if its absence doesn't cause ctds or some other problem.
    It's not a question of where it grips it. It's a simple questions of weight ratios; a five ounce bird could not carry a one pound coconut.

  4. #204
    Mank's Avatar Dormouse of Hader
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    Default Re: Modding Questions and Help Thread

    Yep, paste those 4 files straight on into Third_Age_3\data\ui\gondor\buildings. Just be sure to also paste your 2 corrected #gondor_highways files into the construction folder that's at the top of the "buildings" folder as well.

    So to be super-clear you should finally have:

    - #gondor_c_highways
    - #gondor_c_highways_constructed
    - #gondor_highways
    - #gondor_highways_constructed

    added to your Third_Age_3\data\ui\gondor\buildings

    AND


    - #gondor_c_highways
    - #gondor_highways

    added to your Third_Age_3\data\ui\gondor\buildings\construction


    I highly recommend doing the text, it takes all of 2 seconds and you can simply copy/paste the code I've already provided for the first one. You'll just need to add the c_highways text as well, but again just copy/ paste the green text in my post and just add "c_" in front for the castle entry.
    Last edited by Mank; June 02, 2013 at 01:33 PM.

  5. #205
    knight of meh's Avatar Primicerius
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    Default Re: Modding Questions and Help Thread

    i just assume people don't mind place holders and that they wouldn't read the text gotta stop doing that ...

  6. #206
    Mank's Avatar Dormouse of Hader
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    Default Re: Modding Questions and Help Thread

    And you're a LIBRARIAN to boot! Shame!

  7. #207
    riuk881's Avatar Semisalis
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    Default Re: Modding Questions and Help Thread

    okay thanks again! yeah be super clear with me i appreciate it! I'd give you rep but you have the dot.
    Edit: will I be able to play saved games if i do this? i don't mean will my saved games have the highways, just will i be able to still play them?
    It's not a question of where it grips it. It's a simple questions of weight ratios; a five ounce bird could not carry a one pound coconut.

  8. #208
    Mank's Avatar Dormouse of Hader
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    Default Re: Modding Questions and Help Thread

    Glad I could help, happy modding!

  9. #209
    DrBeast's Avatar Biarchus
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    Default Re: Modding Questions and Help Thread

    All the changes are save-game compatible. Not only will your old saves work, but you'll be able to construct highways from now on, as well.

  10. #210
    riuk881's Avatar Semisalis
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    Default Re: Modding Questions and Help Thread

    Thanks!
    It's not a question of where it grips it. It's a simple questions of weight ratios; a five ounce bird could not carry a one pound coconut.

  11. #211
    riuk881's Avatar Semisalis
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    Default Re: Modding Questions and Help Thread

    it didn't work. I went to : \Third_Age_3\data\ui\middle_eastern\buildings and copied these 4 entries:

    - #middle_eastern_c_highways
    - #middle_eastern_c_highways_constructed
    - #middle_eastern_highways
    - #middle_eastern_highways_constructed

    then i pasted them in gondor\buildings and renamed #middle_eastern with #gondor
    then i #gondor_c_highways and #gondor_highways and pasted them into the construction folder. I went into export_descr_buildings and added sicily heres my code:
    Spoiler Alert, click show to read: 
    building hinterland_roads{
    convert_to hinterland_castle_roads
    levels roads paved_roads highways
    {
    roads city requires factions { sicily, byzantium, milan, scotland, turks, spain, venice, england, france, hre, portugal, egypt, mongols, moors, }
    {
    convert_to 0
    capability
    {
    trade_base_income_bonus bonus 1
    road_level 0
    }
    material wooden
    construction 4
    cost 1500
    settlement_min town
    upgrades
    {
    paved_roads
    }
    }
    paved_roads city requires factions { sicily, byzantium, milan, scotland, turks, spain, venice, france, egypt, mongols, moors, } and hidden_resource roads
    {
    convert_to 1
    capability
    {
    trade_base_income_bonus bonus 2
    road_level 1
    }
    material wooden
    construction 6
    cost 3500
    settlement_min city
    upgrades
    {
    highways
    }
    }
    highways city requires factions { spain, venice, sicily, } and hidden_resource hr_none
    {
    convert_to 2
    capability
    {
    trade_base_income_bonus bonus 2
    road_level 2
    }
    material wooden
    construction 8
    cost 5000
    settlement_min huge_city
    upgrades
    {
    }
    }
    }
    plugins
    {
    }
    }
    building hinterland_castle_roads
    {
    convert_to hinterland_roads
    levels c_roads c_paved_roads c_highways
    {
    c_roads castle requires factions { sicily, byzantium, milan, scotland, turks, spain, venice, england, france, hre, portugal, egypt, mongols, moors, }
    {
    convert_to 0
    capability
    {
    trade_base_income_bonus bonus 1
    road_level 0
    }
    material wooden
    construction 4
    cost 1500
    settlement_min town
    upgrades
    {
    c_paved_roads
    }
    }
    c_paved_roads castle requires factions { sicily, byzantium, milan, scotland, turks, spain, venice, france, egypt, mongols, moors, } and hidden_resource roads
    {
    convert_to 1
    capability
    {
    trade_base_income_bonus bonus 2
    road_level 1
    }
    material wooden
    construction 6
    cost 3500
    settlement_min city
    upgrades
    {
    c_highways
    }
    }
    c_highways castle requires factions { spain, venice, sicily, } and hidden_resource hr_none
    {
    convert_to 2
    capability
    {
    trade_base_income_bonus bonus 2
    road_level 2
    }
    material wooden
    construction 8
    cost 5000
    settlement_min large_city
    upgrades
    {
    }
    }
    }
    plugins
    {
    }
    }
    Last edited by riuk881; June 02, 2013 at 03:35 PM.
    It's not a question of where it grips it. It's a simple questions of weight ratios; a five ounce bird could not carry a one pound coconut.

  12. #212
    DrBeast's Avatar Biarchus
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    Default Re: Modding Questions and Help Thread

    Quote Originally Posted by riuk881 View Post
    sorry i feel like a bother but i want to get this right. so i just paste
    Code:
     
    {highways_gondor}    Highways
    {highways_gondor_desc}Highways allow for the swift movement of large armies to defend against enemy forces, as well as increase the trade in the region.The straight-line simplicity of these roads hides the genius that has gone into their careful construction, as they can carry almost limitless military traffic.
    {highways_gondor_desc_short}Highways improve trade in the region as well as maximise the movement speed of units that travel along them. 
    at the bottom and then re-paste it and add c_ to the front?
    Here's what it should look like:

    Code:
    {c_highways_gondor}    Highways
    {c_highways_gondor_desc}Highways allow for the swift movement of large armies to defend against enemy forces, as well as increase the trade in the region.The straight-line simplicity of these roads hides the genius that has gone into their careful construction, as they can carry almost limitless military traffic.
    {c_highways_gondor_desc_short}Highways improve trade in the region as well as maximise the movement speed of units that travel along them.

  13. #213
    Mank's Avatar Dormouse of Hader
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    Default Re: Modding Questions and Help Thread

    Hrm..I think you might also need to delete this red part from your EDB:

    "highways city requires factions { spain, venice, sicily, } and hidden_resource hr_none".

    You'll need to remove it for the c_highways entry as well:

    c_highways castle requires factions { spain, venice, sicily, } and hidden_resource hr_none

    Hr_none will stop you from being allowed to upgrade to that level of the building tree. Just a heads up though, removing hr_none will also unlock the upgrade to both rhun and harad.
    Last edited by Mank; June 02, 2013 at 03:45 PM.

  14. #214
    riuk881's Avatar Semisalis
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    Default Re: Modding Questions and Help Thread

    Quote Originally Posted by Mank View Post
    Hrm..I think you might also need to delete this red part from your EDB:

    "highways city requires factions { spain, venice, sicily, } and hidden_resource hr_none".

    You'll need to remove it for the c_highways entry as well:

    c_highways castle requires factions { spain, venice, sicily, } and hidden_resource hr_none

    Hr_none will stop you from being allowed to upgrade to that level of the building tree. Just a heads up though, removing hr_none will also unlock the upgrade to both rhun and harad.
    after doing that the game wouldn't start up.
    Sorry for all the bother but thank you so so much for the help
    It's not a question of where it grips it. It's a simple questions of weight ratios; a five ounce bird could not carry a one pound coconut.

  15. #215
    Mank's Avatar Dormouse of Hader
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    Default Re: Modding Questions and Help Thread

    Hrm, odd. Could you post your current road code from the export_description_buildings one more time, this time with the [Code] brackets around it (looks like the hashtag in the advanced options). Sounds like some part of the code was deleted that shouldn't have been. Just taking out hr_none shouldn't have crashed the game.

    If you could, also attach your .log file found here: \SEGA\Medieval II Total War\logs

    Edit: Afterthought, if you haven't added the new lines of gondor text then that might be the problem.
    Last edited by Mank; June 02, 2013 at 04:11 PM.

  16. #216
    riuk881's Avatar Semisalis
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    Default Re: Modding Questions and Help Thread

    I switched sicily to the front of the required factions list and can now see highways in the building browser for citadels but not for cities and i can't build highways in Minas Tirith or Umbar (30% gondors culture dunedain?)
    Quote Originally Posted by Mank View Post

    Edit: Afterthought, if you haven't added the new lines of gondor text then that might be the problem.
    I followed your intructions to add the text but i can post that as well if you like
    Code:
    building hinterland_roads{
        convert_to hinterland_castle_roads
        levels roads paved_roads highways
        {
            roads city requires factions { sicily, byzantium, milan, scotland, turks, spain, venice, england, france, hre, portugal, egypt, mongols, moors, } 
            {
                convert_to 0
                capability
                {
            trade_base_income_bonus bonus 1
                    road_level 0
                }
                material wooden
                construction  4
                cost  1500
                settlement_min town
                upgrades
                {
                    paved_roads
                }
            }
            paved_roads city requires factions { sicily, byzantium, milan, scotland, turks, spain, venice, france, egypt, mongols, moors, }  and hidden_resource roads
            {
                convert_to 1
                capability
                {
            trade_base_income_bonus bonus 2
                    road_level 1
                }
                material wooden
                construction  6
                cost  3500
                settlement_min city
                upgrades
                {
                highways
                }
            }
            highways city requires factions { sicily, spain, venice, }  and hidden_resource hr_none
            {
                convert_to 2
                capability
                {
            trade_base_income_bonus bonus 2
                road_level 2
                }
                material wooden
                construction  8
                cost  5000
                settlement_min huge_city
              upgrades
              {
              }
        }
      }
      plugins
      {
      }
    }
    building hinterland_castle_roads
    {
        convert_to hinterland_roads
        levels c_roads c_paved_roads c_highways
        {
            c_roads castle requires factions { sicily, byzantium, milan, scotland, turks, spain, venice, england, france, hre, portugal, egypt, mongols, moors, } 
            {
                convert_to 0
                capability
                {
            trade_base_income_bonus bonus 1
                    road_level 0
                }
                material wooden
                construction  4
                cost  1500 
                settlement_min town
                upgrades
                {
                    c_paved_roads
                }
            }
            c_paved_roads castle requires factions { sicily, byzantium, milan, scotland, turks, spain, venice, france, egypt, mongols, moors, }  and hidden_resource roads
            {
                convert_to 1
                capability
                {
            trade_base_income_bonus bonus 2
                    road_level 1
                }
                material wooden
                construction  6
                cost  3500 
                settlement_min city
              upgrades
              {
                c_highways
              }
            }
            c_highways castle requires factions { sicily, spain, venice, }  and hidden_resource hr_none
            {
              convert_to 2
              capability
              {
            trade_base_income_bonus bonus 2
                road_level 2
              }
              material wooden
              construction  8
              cost  5000
              settlement_min large_city
              upgrades
              {
              }
        }
      }
      plugins
      {
      }
    }
    It's not a question of where it grips it. It's a simple questions of weight ratios; a five ounce bird could not carry a one pound coconut.

  17. #217
    Mank's Avatar Dormouse of Hader
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    Default Re: Modding Questions and Help Thread

    Ok to make sure I'm on the same page here...with the code that you posted you can build highways, but only in citadels (excluding Umbar and Minas Tirith).

    I'm actually suprised you can build them at all with the hr_none there. That said, at least part of the reason you can't build them is because of the line:

    Code:
    material wooden
                construction  8
                cost  5000
                settlement_min huge_city
              upgrades

    "huge_city" ensures that almost no buildings will be able to build the roads. You might want to change that line to either "city" or even "large_town" depending on how hard you want to make getting them.

    Edit: Also the culture isn't a factor in road building so you don't need to worry about that.

    Edit2: Another thought about why it might be showing up for castles and not towns, I'd double check those four new .tga files in ui/gondor/buildings just to be sure everything is spelled correctly. I've had problems with new buildings not showing up before and once it was because of a typo in the .tga's. (Just trying to cover all the bases I can possibly think of here )
    Last edited by Mank; June 02, 2013 at 04:41 PM.

  18. #218
    riuk881's Avatar Semisalis
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    Default Re: Modding Questions and Help Thread

    but Umbar and Minas Tirith are huge cities and I can't build highways there. I don't see how a typo could have occurred i didn't open the .tga files just copied and pasted them...
    It's not a question of where it grips it. It's a simple questions of weight ratios; a five ounce bird could not carry a one pound coconut.

  19. #219
    Mank's Avatar Dormouse of Hader
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    Default Re: Modding Questions and Help Thread

    Hrm, so you can now build highways, just not in Umbar or Minas Tirith? (I'm still not quite sure I'm on the same page as far as what your game is doing. I think I lost what you were doing after reporting a crash)

    The possible typo I was thinking of was something like this when you re-named them: "#gondore_highways" or "cgongor_highways". This particular issue isn't a problem though if you've seen the correct highway icons pop up in the building screen.

  20. #220
    riuk881's Avatar Semisalis
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    Default Re: Modding Questions and Help Thread

    okay so I click on Minas tirith and there is no option to build highways. I then go into the building browser and click on roads under the cities tab and paved roads are the highest showing. I then go to the castle tab and click on roads and the highways picture is there for citadel level castles. checked and there aren't any spelling errors from when i renamed them. I could post a screen cap if that would be helpful in understanding what i'm seeing.
    It's not a question of where it grips it. It's a simple questions of weight ratios; a five ounce bird could not carry a one pound coconut.

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