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  1. #1
    Kylan271's Avatar Domesticus
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    Default Building Exploits

    Building exploits such as multiple temples in a city or destructable mines,farms and roads I have tried to research on.

    1. Multiple Temples

    Remove "Temple_of" prefix from Building tree for that temple as found in export_desc_buildings file,and save(backup as normal).
    Bonuses: Level upgrades are cumulative,so for Brutii,3 temples Pathenon gives 6Levels..Mercury 1,Juno 2,Mars 3. Trade,Health,Public Order etc are added together...wicked....^_* #This can be capped to the highest bonus if out of hand(remoddled)such as when you reach Huge City level..it is not so fun then as population bonus skyrockets. Multiple ancillaries and traits(not sure which)can be gained also.

    2. Destructable Buildings

    Remove the prefix "hinterland_" from the Mine,Farm and Road text as with above and save.
    Bonuses: This allows to destroy other culture structures and remove farms when reaching Huge City levels and you need to cut down population growth. It is difficult when capturing a city with level 4 farm there...cool for short term,but when reach 24,000...oh wow... . This also allows for build/destroy cycle to help with GoodMiner/Trader/Farmer traits(if with process_cq cheat easier..).

    3. Governor buildings and walls I am not sure on?

    #Traits to Temples(suggestions,working on trigger guide)
    Temples creation Temple destruction or none completed
    1. Pious 1. Sacreligious
    2. PublicFaith 2. PublicAtheism
    3. TouchedByTheGods(If not sane)
    4. ReligiousMania

  2. #2
    Double A's Avatar person man
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    Default Re: Building Exploits

    shouldn't this thread be in "Mods?"
    Jon had taken Donal and Benjen’s advice to heart: Sam may be fat and pathetic, but he is still a member of the watch, and one of the few black brothers who isn't a rapist or thief. (out of context, this sounds ridiculously racist)
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  3. #3

    Default Re: Building Exploits

    Moved to Text Editing and Scripting.

  4. #4
    MasterOfNone's Avatar RTW Modder 2004-2015
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    Default Re: Building Exploits

    You might just have read the Complete EDB Guide tutorial to know about the hinterland and temple prefixes
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  5. #5
    Squid's Avatar Opifex
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    Default Re: Building Exploits

    You can also just look at Complete EDCT/EDA Guide tutorial in order to learn about traits, ancillaries and trigger. You can also look at Complete EDU guide to learn about units.

    There's really no need to re-invent the wheel, so if you have some new information about these items post in the threads for them (they are all in the tutorial section incidentally), and the authors will add any information.
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  6. #6
    Kylan271's Avatar Domesticus
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    Default Re: Building Exploits

    Quote Originally Posted by SquidSK View Post
    You can also just look at Complete EDCT/EDA Guide tutorial in order to learn about traits, ancillaries and trigger. You can also look at Complete EDU guide to learn about units.

    There's really no need to re-invent the wheel, so if you have some new information about these items post in the threads for them (they are all in the tutorial section incidentally), and the authors will add any information.
    Ok I apologise,I posted this too early as had to get to work and forgot the quotes and references.

    http://www.twcenter.net/wiki/Export_..._Guide_for_RTW

    Note on Multiple Temples & Indestructibility of Buildings

    Although some modders have reported that it is the initial prefix of the temple buildings (levels) that allows these buildings to be built in the same settlement as temples, other research shows that removing the prefix in just the tree name will bring the same result (but without having to change all the other files associated with advice, traits, ancillaries, sound etc.)
    Following this same logic we can now add the "hinterland_" prefix to building tree names to make previously destructible buildings indestructible - that is, it will disable the hammer button in the building scroll.

    I wasn't too sure what is the 'prefix',I had to experiment that is why I made the post to elaborate for people like me that are not sure? The "Core_Building" ,ie removing prefix 'core_' does not work for me(RTW 1.5),so I tried to specify what can that I found and their effects?
    I will look at the guides,thanks.

  7. #7
    MasterOfNone's Avatar RTW Modder 2004-2015
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    Default Re: Building Exploits

    The most uo-to-date version of the EDB Guide can be found at the Org - http://forums.totalwar.org/vb/showthread.php?t=50439
    "One of the most sophisticated Total War mods ever developed..."
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  8. #8

    Default Re: Building Exploits

    hey, read all those guides, but i did nowhere find how to make the governor-buildings such as "Imperial Palace" DESTRUCTABLE.
    Does anybody now, how to do this?

    a cheat to do this ingame, would be ok aswell

  9. #9

    Default Re: Building Exploits

    Impossible, government buildings are hardcoded to be indestructible.

  10. #10

    Default Re: Building Exploits

    Damn, but thanks for help.

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