Good thing I reloaded this thread before writing anything - ninja'd by Mank before I could even copypaste
Good thing I reloaded this thread before writing anything - ninja'd by Mank before I could even copypaste
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.
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.
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.
i just assume people don't mind place holders and that they wouldn't read the text gotta stop doing that ...
And you're a LIBRARIAN to boot! Shame!
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.
Glad I could help, happy modding!
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.
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.
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:
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.
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.
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.
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.
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.
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?)
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.
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.
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.
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.
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.