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Thread: Adding roads, buildings

  1. #1

    Default Adding roads, buildings

    I always think it odd that your faction in 1100 starts (most often) with no roads. I mean roads were built in the days of Rome, what happened, were they destroyed? Logically speaking, the game should start with roads and most of the buildings already erected. So if I wanted to start with pretty much fully built up cities, how do I go about doing that? Keep the technical terms simple and just say like __________ file, copy and paste this into it _________. Don't be vague.

  2. #2
    selenius4tsd's Avatar Happiness Is A Warm Gun
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    Default Re: Adding roads, buildings

    Well, if you wanted to save time you could download Spurius' late era mod or one of my EHL period mods... they contain updated buildings - you can then copy paste the buildings list to a vanilla descr_strat.txt.
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  3. #3

    Default Re: Adding roads, buildings

    To get it just how you want doesn't take that long, if you have a little patience. The two files you need are:

    ...\mymod\data\world\maps\campaign\imperial_campaign\descr_strat.txt
    ...\mymod\data\export_descr_buildings.txt

    You only need to change the first of these, the second is for reference.

    In descr_strat.txt if you scroll down a little, you'll see something like:

    settlement
    {
    level large_town
    region London_Province

    year_founded 0
    population 3800
    plan_set default_set
    faction_creator england
    building
    {
    type core_building wooden_wall
    }
    building
    {
    type barracks town_guard
    }
    building
    {
    type city_hall town_hall
    }
    building
    {
    type market corn_exchange
    }
    building
    {
    type hinterland_roads roads
    }
    }

    There is a 'block' like this for every settlement. Now, for roads for instance, you need to paste the section:

    building
    {
    type hinterland_roads roads
    }

    Into every town you want to have roads. NOTE: the text is different for castles (unless you mod the export_descr_buildings.txt file to make roads common between the 2 types, as they probably should have been).

    for castles;

    building
    {
    type hinterland_castle_roads c_roads
    }

    The building, {, } are required in the exact format/order you see them, with the building between the {}.

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