Re: A Guide to Export_Descr_Buildings.txt
Quote:
Originally Posted by
Lifthrasir
So if I got it right, by putting the logging camp condition first as a minimum level requiered, that should solve the issue :hmm2:
EDB conditions are read by the game from right to left. It's only a problem when the conditions have a mixture of ANDs and ORs, which yours do. By having logging camp on the end you're saying that marble needs a logging camp and that the other resource types don't. So yes, putting it at the start fixes that problem (but not your vanishing queue problem - that's unrelated).
Re: A Guide to Export_Descr_Buildings.txt
Thanks for the clarification. So basically, I need to implement Gig's script model into mine as well :hmm:
Re: A Guide to Export_Descr_Buildings.txt
Hello guys I hope you can help me out a bit here.
Im trying to change the requirement for egypt to recruit a unit of Mamluk Archer Cavalry, to requiring not only the stable from which they are bought, but also that there's a Practice Range present in the castle. So i have the line for the unit looking like this.
recruit_pool "Mamluk Archers" 1 0.20 1 0 requires factions { egypt, } and building_present_min_level missiles practice_range
However with this on the end "and building...." then it just crashes the game. So what am I doing wrong? in my knowledge having never done this before though. Then this should work?
Hope anyone can let me know.
Re: A Guide to Export_Descr_Buildings.txt
Re: A Guide to Export_Descr_Buildings.txt
Thank you very much Withwnar.
First link did what i wanted.
Make 2 recuitments pools
Building 1 provides max pool
recruit_pool "Unit" 0 0 3 0 requires factions { faction, }
Building 2 provides unit growth
recruit_pool "Unit" 1 0.13 0 0 requires factions { faction, }
This allowed me to do what i wanted.
Re: A Guide to the Export_Descr_Buildings.txt File
Quote:
Originally Posted by
Gigantus
recruit_pool "AS Bombard" 1 0.4 3 0 requires factions { timurids, }
The higher the number, the faster the replenishment. In this case you get a 40% 'unit refill' every round.
What is the number of turns that recquired toi recruit a unit (lets say one unit must need 1 turn and an other 4 turns). What is the number in the sequence in your post that determins that?
Re: A Guide to Export_Descr_Buildings.txt
In this case, Antoniusll you're looking at the 2nd number recruit_pool "AS Bombard" 1 0.4 3 0 requires factions { timurids, }
This represents the growth of the unit per turn, so 0.4 Bombards will be ready, meaning every 3 rounds or so you can recruit a new one.
"I'm pretty sure the .2 that would be left over after 3 rounds is still remembered, meaning then its only 2 more rounds before another Bombard is ready. Then it of cause starts from 0.0"
Re: A Guide to Export_Descr_Buildings.txt
From SS 6.4:
recruit_pool "Gothic Knights" 1 0.1 1 0 requires factions { hre, } and event_counter GOTHIC_ARMOR 1 and not event_counter ADV_MATCHLOCK 1
Does the "and event_counter GOTHIC_Armor 1" mean that the unit can only be recruited after this event took place?
And secondly, does the "and not event_counter ADV_MATCHLOCK 1" mean that Gothic knights are only recruitable until this event takes place?
In other words, are Gothic Knights only recruitable between the Gothic_armor event and the matchlock event? After the Matchlock event they are no longer recruitable?
Thanks!
Re: A Guide to Export_Descr_Buildings.txt
Quote:
Originally Posted by
Tintin2
From SS 6.4:
recruit_pool "Gothic Knights" 1 0.1 1 0 requires factions { hre, } and event_counter GOTHIC_ARMOR 1 and not event_counter ADV_MATCHLOCK 1
Does the "and event_counter GOTHIC_Armor 1" mean that the unit can only be recruited after this event took place?
And secondly, does the "and not event_counter ADV_MATCHLOCK 1" mean that Gothic knights are only recruitable until this event takes place?
In other words, are Gothic Knights only recruitable between the Gothic_armor event and the matchlock event? After the Matchlock event they are no longer recruitable?
Thanks!
yes , yes
and this may be quite extensive:
Code:
;- Georgia stables -----------------------------------------------------------------------------------------------------------------
; Msakhureuli Light Cavalry
recruit_pool "georgian light horse archers" 1 0.13 2 0 requires factions { georgia, } and hidden_resource georgia and not event_counter GEORGIAN2_GOLDEN_AGE 1
recruit_pool "georgian light horse archers" 1 0.17 3 1 requires factions { georgia, } and hidden_resource georgia and event_counter GEORGIAN2_GOLDEN_AGE 1 and not event_counter GEORGIAN6_REVIVAL 1
recruit_pool "georgian light horse archers" 1 0.13 3 2 requires factions { georgia, } and hidden_resource georgia and event_counter GEORGIAN6_REVIVAL 1
recruit_pool "georgian light horse archers" 1 0.09 2 0 requires factions { georgia, } and not hidden_resource georgia and not event_counter GEORGIAN2_GOLDEN_AGE 1
recruit_pool "georgian light horse archers" 1 0.13 2 0 requires factions { georgia, } and not hidden_resource georgia and event_counter GEORGIAN2_GOLDEN_AGE 1 and not event_counter GEORGIAN6_REVIVAL 1
recruit_pool "georgian light horse archers" 1 0.09 2 1 requires factions { georgia, } and not hidden_resource georgia and event_counter GEORGIAN6_REVIVAL 1
; Tatar Lancers
recruit_pool "Naqivchaqari Cavalry" 1 0.13 2 0 requires factions { georgia, } and hidden_resource tartars and event_counter mongols_invasion_warn 1 and not event_counter mongols_blue_horde_caucasus 1
recruit_pool "Naqivchaqari Cavalry" 1 0.17 2 1 requires factions { georgia, } and hidden_resource tartars and event_counter mongols_blue_horde_caucasus 1 and not event_counter GEORGIAN6_REVIVAL 1
recruit_pool "Naqivchaqari Cavalry" 1 0.21 2 0 requires factions { georgia, } and hidden_resource tartars and event_counter GEORGIAN6_REVIVAL 1
recruit_pool "Naqivchaqari Cavalry" 1 0.09 2 0 requires factions { georgia, } and not hidden_resource tartars and event_counter mongols_invasion_warn 1 and not event_counter mongols_blue_horde_caucasus 1
recruit_pool "Naqivchaqari Cavalry" 1 0.13 2 1 requires factions { georgia, } and not hidden_resource tartars and event_counter mongols_blue_horde_caucasus 1 and not event_counter GEORGIAN6_REVIVAL 1
recruit_pool "Naqivchaqari Cavalry" 1 0.17 2 0 requires factions { georgia, } and not hidden_resource tartars and event_counter GEORGIAN6_REVIVAL 1
; Monaspa Lancers
recruit_pool "georgian heavy lancers" 1 0.08 2 0 requires factions { georgia, } and hidden_resource georgia and event_counter GEORGIAN3_SHOTA_RUSTAVELI 1 and not event_counter GEORGIAN6_REVIVAL 1
recruit_pool "georgian heavy lancers" 1 0.13 2 0 requires factions { georgia, } and hidden_resource georgia and event_counter GEORGIAN6_REVIVAL 1
recruit_pool "georgian heavy lancers" 1 0.06 2 0 requires factions { georgia, } and not hidden_resource georgia and event_counter GEORGIAN3_SHOTA_RUSTAVELI 1 and not event_counter GEORGIAN6_REVIVAL 1
recruit_pool "georgian heavy lancers" 1 0.09 2 0 requires factions { georgia, } and not hidden_resource georgia and event_counter GEORGIAN6_REVIVAL 1
Re: A Guide to Export_Descr_Buildings.txt
Quote:
Originally Posted by
Gigantus
Yup, event counters that change during the building period will reset the building process, eg cancel it. We used a script work around in EBII that might help:
Code:
monitor_event AddedToBuildingQueue FactionType f_rome
and BuildingName = roads_garrison_four
inc_counter cohors_disbanded -5
if I_IsFactionAIControlled f_rome ;;; for the AI it is not needed
terminate_monitor
end_if
if I_CompareCounter cohors_disbanded < 5
set_event_counter ecVeteran_Colony 0
end_if
end_monitor
;
; Re-enable the event counter after the player has clicked the end turn button. If this isn't done, the colony building will never complete.
;
monitor_event ButtonPressed ButtonPressed end_turn
if I_IsFactionAIControlled f_rome ;;; for the AI it is not needed
terminate_monitor
end_if
;
if not I_IsFactionAIControlled f_rome
set_event_counter ecVeteran_Colony 1
end_if
end_monitor
;
; Disable the event counter at the end of faction turn.
;
monitor_event FactionTurnEnd FactionType f_rome
if I_IsFactionAIControlled f_rome ;;; for the AI it is not needed
terminate_monitor
end_if
set_event_counter ecVeteran_Colony 0
end_monitor
EDIT: sorry, just saw the answer to my questions below in the discussion below this tutorial of yours!
Just tried implementing this in SSHIP, but I want to be sure if I understand my test results correctly: the event counter used as a condition needs to be set to 1 at the end of the faction turn for the construction to progress, but other wise if it is set to 0 any other time I doesn't restart the queue, right?
And the condition counter need to be set to 1 at the faction turn start for the building to appear as constructable, otherwise it is just not shown in the settlement construction panel, right?
Re: A Guide to Export_Descr_Buildings.txt
Technically it works this way:
- the script runs a check whether to enable the event counter
- when the building gets added to the queue the event counter gets disabled to prevent exploit
- at turn end button pressed the event counter gets enabled again to enable building progression
- at pre faction turn start the event counter gets disabled again
- start again at step one
The above will perpetually enable and disable the event counter between button pressed and prefaction turn start, thereby making sure any building in the queue will progress until it is build. My script was written for a single, unique building whereas the EBII is for multiple, unique buildings.
Re: A Guide to Export_Descr_Buildings.txt
Thanks, so in SSHIP case we can use our event counter is_the_player to make player-only buildings, because this trigger is set at PreFactionTurnStart only, that's what I tested just before posting.
We'll see in the future if the team wants to include your script for single or multiple unique buildings.
Re: A Guide to Export_Descr_Buildings.txt
Yup, is_the_player would be the event_counter to confirm it's the player, but you still need an event_counter for triggering the building conditions, unless you want the unique building to be available form the start. Not sure if resetting that event_counter won't play havoc with other script\EDB stuff, better to have a dedicated counter, you can add that to the same monitor that controls is_the_player.
Re: A Guide to Export_Descr_Buildings.txt
Dedicated monitors are what we're going with, as jurand's idea is to make some buildings available under different conditions for different factions. I took is_the_player as an example because it is in some posts higher in the thread, and because we also had someone suggest we make our "food supply" building chain player-only. Anyway, thanks for the help!
Re: A Guide to Export_Descr_Buildings.txt
You're welcome, let me know if you need any assist.
Re: A Guide to Export_Descr_Buildings.txt
@Gigantus,
I've got three questions on the effects of the buildings:
I. What's the difference between the following effects:
religion_level bonus 1
amplify_religion_level 1.0
II. Farms in EBII have all three effects, why not simply use only one of them (eg. farming_level 4)
population_growth_bonus bonus 2
farming_level 1
farming_level bonus 1
III. Why there's such a huge difference between squalor in these two cities despite they have similar populations?
Re: A Guide to Export_Descr_Buildings.txt
III. Well, its a settlement and a castle, so its a pretty big difference. I think squalor doesnt depend only on pupulation, but how much population is there over the current level population limit (or how many is left till the next one, not sure), and castles and settlements have different populations requiremenets.
But anyway, this is primarily set by descr_settlement_mechanics. Look up squalor in it, there might be a different modifier for cities and castles.
II. and I: Curious about that too :laughter:
Re: A Guide to Export_Descr_Buildings.txt
The coefficients in descr_settlement_mechanics do not explain the difference, imo. That hint about the difference to the limit is interesting but I still don't think it explains the issue. I'll try to compare apples to apples and see the diference.
Quote:
<factor name="SPF_SQUALOUR">
<pip_modifier value="1.0"/>
<castle_modifier value="0.8"/>
<city_modifier value="1.0"/>
<pip_min value="0"/>
<pip_max value="200"/>
</factor>
Re: A Guide to Export_Descr_Buildings.txt
I. This says...
Quote:
amplify_religion_level
This increases the effectiveness of religious buildings in converting the populace by 33 and 1/3 times the number specified.
I'm not sure what to make of those numbers but I think it means it increases the religion_level value by an additional 33.3% for each 1 of this amplify_religion_level value.
e.g. Settlement has religion_level = 3 from some building(s) and amplify_religion_level = 2 from a building. So it would amplify that 3 by an additional 66.6% (2 x 33.3%), i.e. multiply it by 166.6%, giving an actual religion_level of 5. Don't quote me on that though.
In short, the difference is that it doesn't add to religion_level, it multiplies whatever value already exists.
However, this thread is finding that the number is really 50% not 33.3%, displayed at least.
Re: A Guide to Export_Descr_Buildings.txt
mak is right: amplify_religion_level was used the first time in the byzantine icon maker building. The effect was to enhance the prevalent\faction's religion, eg if catholics occupied a city with that building and set up a temple\church then the icon maker would amplify the catholic belief, byzantine the orthodox belief and so on.
religion_level bonus is linked to the religion specification of the building, eg a church's religion, the value indicating the effectiveness.
population_growth_bonus - accelerates existing pop growth
farming_level - increases fertility level of the region (from descr_regions), governs max pop levels.
farming_level bonus - afaik that's the 'income' bonus from farms