
Originally Posted by
Fritz_Sh
2 vsivak
Thank you for great job! You defeat a CTD and this mod now good playable, and looks like this is the only playable mod about Baltic.
I want only one ask, can you tell, how to return limit for villages evolve? I played without, and it's not for me, but I can't change this moment back by myself.
And thanks again for this Sabmod!
If you want to put back village evolution limit you have to edit EDB and add back hidden resource requirements in 4 places. So find the corresponding parts and change them to
Code:
wooden_pallisade city requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, } and hidden_resource town_development
{
convert_to 1
capability
{
wall_level 0
tower_level 1
free_upkeep bonus 2
happiness_bonus bonus 1 requires not event_counter is_the_ai 1
recruitment_slots 1 requires not event_counter freeze_recr_pool 1
happiness_bonus bonus 2 requires event_counter is_the_ai 1
law_bonus bonus 2 requires event_counter is_the_ai 1
population_growth_bonus bonus 2 requires event_counter is_the_ai 1 and not event_counter thinks_of_his_people 1
trade_base_income_bonus bonus 3 requires event_counter is_the_ai 1
religion_level bonus 2 requires event_counter is_the_ai 1
income_bonus bonus 100 requires event_counter is_the_ai 1
population_growth_bonus bonus 3 requires event_counter thinks_of_his_people 1
income_bonus bonus -200 requires event_counter thinks_of_his_people 1 and not event_counter is_the_ai 1
construction_cost_bonus_stone bonus 10 requires event_counter wise_administrator 1 and not event_counter is_the_ai 1
construction_cost_bonus_wooden bonus 10 requires event_counter wise_administrator 1 and not event_counter is_the_ai 1
construction_cost_bonus_stone bonus 60 requires event_counter is_the_ai 1
construction_cost_bonus_wooden bonus 60 requires event_counter is_the_ai 1
construction_cost_bonus_religious bonus 20 requires event_counter strictly_religious 1
}
material wooden
construction 3
cost 800
settlement_min village
upgrades
{
wooden_wall
}
}
wooden_wall city requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, } and hidden_resource full_development
Code:
wooden_castle castle requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, } and hidden_resource town_development
{
convert_to 0
capability
{
wall_level 1
tower_level 1
gate_strength 2
free_upkeep bonus 2
law_bonus bonus 2 requires not event_counter is_the_ai 1
recruitment_slots 2 requires not event_counter freeze_recr_pool 1
happiness_bonus bonus 2 requires event_counter is_the_ai 1
law_bonus bonus 4 requires event_counter is_the_ai 1
population_growth_bonus bonus 1 requires event_counter is_the_ai 1 and not event_counter thinks_of_his_people 1
trade_base_income_bonus bonus 2 requires event_counter is_the_ai 1
religion_level bonus 2 requires event_counter is_the_ai 1
income_bonus bonus 150 requires event_counter is_the_ai 1
population_growth_bonus bonus 3 requires event_counter thinks_of_his_people 1
income_bonus bonus -150 requires event_counter thinks_of_his_people 1 and not event_counter is_the_ai 1
construction_cost_bonus_stone bonus 10 requires event_counter wise_administrator 1 and not event_counter is_the_ai 1
construction_cost_bonus_wooden bonus 10 requires event_counter wise_administrator 1 and not event_counter is_the_ai 1
construction_cost_bonus_stone bonus 60 requires event_counter is_the_ai 1
construction_cost_bonus_wooden bonus 60 requires event_counter is_the_ai 1
construction_time_bonus_defensive bonus 40 requires event_counter protector 1
construction_cost_bonus_religious bonus 20 requires event_counter strictly_religious 1
}
material wooden
construction 3
cost 1500
settlement_min village
upgrades
{
castle
}
}
castle castle requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, } and hidden_resource full_development
And regarding Baltic mods as I wrote above I can also recommend you Baltic: TW submod by NN (http://www.twcenter.net/forums/showt...e-and-bugfixes).
I will take a look at Ducal cav texture problem. Please post any bugs you find. Thank you