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Thread: [Submod] Minor Temples

  1. #1

    Default [Submod] Minor Temples

    He guys,

    since the crash killed the topic I'm rehosting my first submod - minor temples for EBII:

    http://www.mediafire.com/download/vhtngyh282927i8/ebii_minor_temples_1.04.zip

    Fortunately, the short description is still present at theORG, so a simple quote should suffice to give anyone interested a picture of the changes:

    What does this mod do?
    Normally you could only build one temple per settlement in EBII. But in reality, it has been a time when almost all the peoples had a pantheon of gods and thus more than one temple in their settlements. Thus I decided to add a (in fact six) new building line(s) - Minor Temples of Battle/Farming/Fertility/Forge/Fun/Governors - you choose one of them per settlement which is buildable up to tier 3.
    The minor temples start to be buildable when your settlement reaches the huge_town status and only if you already have a normal tier 3 temple. Of course you can't build for example a normal temple of battle and a minor of battle in the same city.
    As an incentive to build those new temples and as a little candy for factions that can't go beyond tier 3 in certain temple building lines I rearranged the boni in a way that the unique benefits start kicking in at tier 3 already. I also scaled down the happiness advantages to hopefully prevent a power creep in this area. Therefore you can't have Temples/Minor temples of Fun and Governors in the same settlement.
    The new arrangement looks like this:

    Temple of battle: 5% > 10% > 10%, +1 morale > 15%, +2 morale > 15%, +2 morale, +1 experience cav
    Temple of farming: 5% > 10% > 10%, +1 farming > 15%, +1 farming > 15%, +2 farming
    Temple of fertility: 5% > 10% > 10%, +0.5 pop_growth > 15%, +0.5 pop_growth > 15%, +1 pop_growth
    Temple of fun: 5% > 10% > 15% > 20% > 25%
    Temple of forge: 5% > 10% > 10%, -20% retrain > 15%, -20% retrain > 15%, -40% retrain
    Temple of law: 5% > 10% > 15% > 20% > 25% (law bonus of course)

    All new temples should also have pictures and descriptions according to culture and faction, the necessary files were edited. Testing this actually out would be much appreciated.

    That's it for the time being, although I have some plans to further differentiate the different temple lines.

    Hope you guys enjoy.
    Though there are plans to diferrentiate the temples even further (depending on provinces and their resources) it will take some work and time as some of the boni one can assign to buildings apparently don't work as they should.

    Feedback and criticism is welcome as always.

  2. #2
    Civis
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    Default Re: [Submod] Minor Temples

    I'm playing with your submod in my current Carthaginian campaign and I really appreciate it. I have a question though : there is no more the symbol indicating the nature of the temple on the picture or am I not paying attention?

  3. #3

    Default Re: [Submod] Minor Temples

    Quote Originally Posted by 2Saz View Post
    I'm playing with your submod in my current Carthaginian campaign and I really appreciate it. I have a question though : there is no more the symbol indicating the nature of the temple on the picture or am I not paying attention?
    Did some browsing through the ui files and it seems the feature you're missing is only implemented for Roman, Western and Eastern greek 'culture' (meaning graphics as EBII actually uses MTW2 religion as a stand in for culure) while Eastern lacking own dedicated ui files for temples get it from the Eastern greek. Barbarian, Semitic and Steppe graphic sets are missing this feature altogether. The Barbarian one has at least different models for the differnt temples while Steppe and Semitic only have one graphic set for all temple lines.

    Long story short, this isn't something modified by this mod. My guess would be the lack of 2d artists has resulted in this somewhat incomplete state of the art.
    Last edited by Nimor; January 13, 2016 at 03:43 PM.

  4. #4
    Civis
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    Default Re: [Submod] Minor Temples

    You're right, it was a long time since my last non-greek campaign. Thanks for your answer and mod !

  5. #5

    Default Re: [Submod] Minor Temples

    work with last version ?
    any chance of all five temples avaliable ? with base cost increase 800 1200 1600 2000 2400 would love it in rome

  6. #6

    Default Re: [Submod] Minor Temples

    It doesn't seem to work with EB2.2; export_descr_buildings in this mod has fewer mb/kb than the original one, even if it is adding lines to the temples section.
    I would like to have this submod compatible with at leas EB2.2.
    With this version of your submod, my game does't even start.
    A very interesting idea having more temples. Can you edit the submod again?

  7. #7

    Default Re: [Submod] Minor Temples

    Quote Originally Posted by DECEBALVS2 View Post
    It doesn't seem to work with EB2.2; export_descr_buildings in this mod has fewer mb/kb than the original one, even if it is adding lines to the temples section.
    I would like to have this submod compatible with at leas EB2.2.
    With this version of your submod, my game does't even start.
    A very interesting idea having more temples. Can you edit the submod again?
    It's not going to be compatible, the EDB changes constantly with each patched version.

  8. #8

    Default Multiple temples EB II (2.2b+)

    Is it possible to have multiple temples in Europa Barbarorum 2.2b+?
    Is there any mod other than the now deprecated (CTD) mod http://www.twcenter.net/forums/showt...-Minor-Temples ?
    Or how to edit EB data files?

  9. #9

    Default Re: [Submod] Minor Temples

    Quote Originally Posted by QuintusSertorius View Post
    It's not going to be compatible, the EDB changes constantly with each patched version.
    Isn't any similar submod or any way to unlock more temples (such as unlocking greek temples)?

  10. #10

    Default Re: Multiple temples EB II (2.2b+)

    Isn't possible, by using some codes, to have (for example) a Roman temple and a Greek one simultaneously?

  11. #11
    Cohors_Evocata's Avatar Centenarius
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    Default Re: [Submod] Minor Temples

    Merged threads and deleted double one. Please don't spam the same message over and over again.

    Partial answer incoming.

    EDIT: Ok, so the original submod worked by introducing six extra temple building-lines for the minor temples. In theory one could perhaps copy those from the submod and try to integrate them into the current EDB. Depending on what graphics and associated texts are given to those building, in theory you could give the Romans Greek temples. Note that I'm not sure how or if it's translates to the battle map during siege battles. Simply copying an old EDB into the current versions of the mod isn't going to work.
    Last edited by Cohors_Evocata; May 20, 2017 at 01:43 PM.
    I tend to edit my posts once or several times after writing and uploading them. Please keep this in mind when reading a recent post of mine. Also, should someone, for some unimaginable reason, wish to rep me, please add your username in the process, so I can at least know whom to be grateful towards.

    My thanks in advance.

  12. #12

    Default Re: [Submod] Minor Temples

    Quote Originally Posted by Cohors_Evocata View Post
    Merged threads and deleted double one. Please don't spam the same message over and over again.

    Partial answer incoming.

    EDIT: Ok, so the original submod worked by introducing six extra temple building-lines for the minor temples. In theory one could perhaps copy those from the submod and try to integrate them into the current EDB. Depending on what graphics and associated texts are given to those building, in theory you could give the Romans Greek temples. Note that I'm not sure how or if it's translates to the battle map during siege battles. Simply copying an old EDB into the current versions of the mod isn't going to work.
    I tried the copy method described above for the entire temples section and for a part of it, by using Notepad++, in order to edit the export_descr_buildings.txt file. It's not working (CTD at startup). Why isn't it functional? Can anyone post a working modified export_descr_buildings.txt?

  13. #13

    Default Re: [Submod] Minor Temples

    You need an updated export_buildings.txt as well, you can't add new buildings to the EDB without adding new text for it.

  14. #14

    Default Re: [Submod] Minor Temples

    Quote Originally Posted by QuintusSertorius View Post
    You need an updated export_buildings.txt as well, you can't add new buildings to the EDB without adding new text for it.
    Thanks for help/support. It is now working. Not savegame compatible. When trying to load a previous savegame, an unspecified error occurs. Any way to bypass it?

  15. #15

    Default Re: [Submod] Minor Temples

    No way to make changes to fundamental files like the EDB savegame compatible.

  16. #16

    Default Re: [Submod] Minor Temples

    Soo.. Is this submod working? Also, how do I install it?

  17. #17

    Default Re: [Submod] Minor Temples

    Quote Originally Posted by nichita1998 View Post
    Soo.. Is this submod working? Also, how do I install it?
    No, it isn't. The files need reworking.

  18. #18

    Default Re: [Submod] Minor Temples

    Quote Originally Posted by QuintusSertorius View Post
    No, it isn't. The files need reworking.
    SOLUTION:
    Open export_descr_buildings.txt from EB2.2b+ data folder with Notepad++
    Open export_descr_buildings.txt from this mod folder with Notepad++
    Copy the entire EBII TEMPLES section from the second txt to the first one (overwrite).
    Open export_buildings.txt from EB2.2b+ data/text folder with Notepad++
    Open export_buildings.txt from this mod folder with Notepad++
    Copy the paragraphs describing "minor" temples from the mod file to the original one.
    Save all and play a new game.
    ENJOY!

  19. #19

    Default Re: [Submod] Minor Temples

    If you do that, you remove all the changes to temples that have come since 2.2b; like re-ordering their benefits, rebalancing them and adding upkeep.

    That's a kludge, not a fix, you need to check the code and copy those elements specific to this submod and make them compatible with the current EDB.
    Last edited by QuintusSertorius; May 23, 2017 at 05:04 PM.

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