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  1. #1
    GrnEyedDvl's Avatar Liberalism is a Socially Transmitted Disease
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    Default Converting buildings

    Ok this one has me stumped.

    There is a mod using my barebones mod folder as a base. Half of the factions cannot convert a city to a castle, the other half can. All factions are the same culture, northern_european.

    All settlement entries in descr_strat are identical.

    I have two versions of the entire mod folder. 1 from before the factions were renamed, one after the factions have been renamed. Both versions have this problem.

    The EDB is a vanilla copy, except where faction names have been changed.

    I downloaded my barebones mod folder, and tested two of the factions involved, England and Spain. Both can converty city to castle and vice versa.

    So I copied that EDB into both versions of the mod that I have, one from before renaming factions, one after. Both still have the same problem.

    If I switch ownership in descr_strat, same problem, only reversed.

    Where else would I need to look?

  2. #2

    Default Re: Converting buildings

    Did you change your re-nammed factions right at the bottom of EDB? Where the Building convert to castle line is? Eg.
    Spoiler Alert, click show to read: 

    small_town_to_stone_keep city requires factions { denmark, hre, scotland, france, england, mesoamerican, middle_eastern, eastern_european, greek, southern_european, }
    {
    convert_to 1
    capability
    {
    }
    material wooden
    construction 1
    cost 1600
    settlement_min town
    upgrades
    {
    large_town_to_castle
    }
    }

  3. #3
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    Default Re: Converting buildings

    Quote Originally Posted by Eothese View Post
    Did you change your re-nammed factions right at the bottom of EDB? Where the Building convert to castle line is? Eg.
    Spoiler Alert, click show to read: 

    small_town_to_stone_keep city requires factions { denmark, hre, scotland, france, england, mesoamerican, middle_eastern, eastern_european, greek, southern_european, }
    {
    convert_to 1
    capability
    {
    }
    material wooden
    construction 1
    cost 1600
    settlement_min town
    upgrades
    {
    large_town_to_castle
    }
    }
    Yes, and as I said it was happening in two different mod folders. 1 before the names were changed, one after.

  4. #4

    Default Re: Converting buildings

    True.

    While one could assume that all factions could 'build' the conversion 'building' if all cultures are listed under 'factions', that seems not to be the case.

    I had a similar problem and Eothese's method worked for me.

    Cheers,
    D.

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  5. #5
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    Default Re: Converting buildings

    GED, let's keep it simple. Let's deal only with the pre-renamed mod, because the less subsequent changes the better.

    So we've got the pre-renamed mod in our hands (heretofore refered to as just the mod).

    Double-check that the "convert-to" buildings in this mod have the proper faction ownership. Make sure it has the right 'convert-to' graphic in its buildings folder.

    Afterwards, please post the non-working EDB from this mod (in spoilers), and the descr_cultures.txt.

    This should be a cinch to resolve.


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    and may posterity forget that ye were
    our countrymen."
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  6. #6
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    Default Re: Converting buildings

    Yeah I thought it should be a cinch too lol

  7. #7
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    Default Re: Converting buildings

    Ok here is the EDB.

    The convert_to lines are done by culture, not by faction. All factions are the same culture.

    The cultures are default cultures, these are vanilla files. There isnt even a descr_cultures in the mod folder with the factions un-renamed.
    Last edited by GrnEyedDvl; June 25, 2012 at 08:18 PM.

  8. #8
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    Default Re: Converting buildings

    Ok well I may have shed a little light on this, but the implications are not good.

    First, since there have been no faction changes at all in the folder I am working with, I re-unpacked M2TW and replaced the EDB with the vanilla M2 EDB. Same problem.

    However I am now getting these lines in the error log. This is in the folder with the vanilla factions.

    19:59:18.859 [script.err] [error] Script Error in mods/1066 conquests/data/export_descr_buildings.txt, at line 5456, column 2
    Building DB error - faction spain has gap in building prior to royal_armoury
    19:59:18.859 [script.err] [error] Script Error in mods/1066 conquests/data/export_descr_buildings.txt, at line 5456, column 2
    Building DB error - faction spain has gap in building prior to armoury
    19:59:18.859 [data.invalid] [error] Target building level not allowed: Spain, citadel -> city, castle_barracks[4](armoury) -> barracks[3](militia_drill_square)


    In the folder with the renamed factions, spain has been renamed to irish:
    20:14:30.625 [script.err] [error] Script Error in mods/1066 conquests/data/export_descr_buildings.txt, at line 5465, column 2
    Building DB error - faction irish has gap in building prior to royal_armoury
    20:14:30.625 [script.err] [error] Script Error in mods/1066 conquests/data/export_descr_buildings.txt, at line 5465, column 2
    Building DB error - faction irish has gap in building prior to armoury
    20:14:30.625 [data.invalid] [error] Target building level not allowed: Irish, citadel -> city, castle_barracks[4](armoury) -> barracks[3](militia_drill_square)
    Note that the line the error is reported on is actually the last line of the file, not anywhere close to the convert_to barracks section. The difference in the number of lines reported is the gate_defences (boiling oil) added to the Kingdoms version. I have tried it with and without that line, same error.

    Now remember this is a VANILLA file. I do not get this error running vanilla. This file is also in my barebones mod folder, but I do not get the error there either.

    The difference between the modded folders and vanilla are the map and regions, and the user interface, and some text changes. This is actually kinda weird.


    This line tells me that it wants to be able to convert a citadel to a city

    and then convert castle_barracks (tree) armoury (building)

    into barracks(tree) militia_drill_square(building)
    20:14:30.625 [data.invalid] [error] Target building level not allowed: Irish, citadel -> city, castle_barracks[4](armoury) -> barracks[3](militia_drill_square)
    So we are going from castle_barracks level 4 to barracks level 3.

    If we go to the building castle_barracks section of the EDB, line 1296, there are 5 levels listed right under the convert_to barracks line:

    mustering_hall garrison_quarters drill_square barracks armoury

    castle_barracks(4) is number 4, remember it starts counting at 0


    Removing all the convert_to lines I still cant convert, but the convert_to error is gone, leaving only the other two errors:

    20:49:02.640 [script.err] [error] Script Error in mods/1066 conquests/data/export_descr_buildings.txt, at line 5057, column 2
    Building DB error - faction irish has gap in building prior to royal_armoury
    20:49:02.640 [script.err] [error] Script Error in mods/1066 conquests/data/export_descr_buildings.txt, at line 5057, column 2
    Building DB error - faction irish has gap in building prior to armoury
    Thats an error reported in two different trees, the first is the barracks tree which is:

    levels town_watch town_guard city_watch militia_drill_square militia_barracks army_barracks royal_armoury

    It claims there is a gap there, but I do not get the error in vanilla, nor when playign with the factions that can actually convert. Same thing with the castle_barracks tree.


    Removing the trees completely still doesnt let me convert.

    I think I will start the EDB from scratch.

  9. #9
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    Default Re: Converting buildings

    Code:
            large_castle_to_city castle requires factions { denmark, hre, scotland, france, england, mesoamerican, middle_eastern, eastern_european, greek, southern_european, }
    No Irish! No north-european culture! Same here:

    Code:
            city_watch city requires factions { denmark, hre, france, scotland, england, middle_eastern, eastern_european, greek, southern_european, }










  10. #10
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    Default Re: Converting buildings

    I dont know where you pulled those from, but its definitely not the same thing I am looking at.

    The vanilla file core_castle_building starts at line 226. I have highlighted the northern_european culture listed in the convert line.

    If it was reading whatever file you posted, the other 3 factions wouldnt convert either.

    The Irish not showing up is expected, thats one of the renamed factions in the 2nd mod folder. It doesnt work as the original faction either.
    Spoiler Alert, click show to read: 
    building core_castle_building
    {
    convert_to core_building
    levels motte_and_bailey wooden_castle castle fortress citadel
    {
    motte_and_bailey castle requires factions { northern_european, mesoamerican, middle_eastern, eastern_european, greek, southern_european, }
    {
    capability
    {
    recruit_pool "Hobilars" 1 0.2 2 0 requires factions { england, }
    recruit_pool "Border Horse" 1 0.2 2 0 requires factions { scotland, }
    recruit_pool "Mounted Sergeants" 1 0.2 2 0 requires factions { france, hre, milan, venice, papal_states, sicily, Normans, }
    recruit_pool "Scouts" 1 0.2 2 0 requires factions { denmark, }
    recruit_pool "Jinetes" 1 0.2 2 0 requires factions { spain, portugal, }
    recruit_pool "Polish Shooters" 1 0.2 2 0 requires factions { poland, }
    recruit_pool "Kazaks" 1 0.2 2 0 requires factions { russia, }
    recruit_pool "Magyar Cavalry" 1 0.2 2 0 requires factions { hungary, }
    recruit_pool "Skythikon" 1 0.2 2 0 requires factions { byzantium, }
    recruit_pool "Desert Cavalry" 1 0.2 2 0 requires factions { moors, }
    recruit_pool "Arab Cavalry" 1 0.2 2 0 requires factions { egypt, }
    recruit_pool "Turkomans" 1 0.2 2 0 requires factions { turks, }
    recruit_pool "Mongol Horse Archers" 1 0.2 2 0 requires factions { mongols, }
    recruit_pool "Turkish Horse Archers" 1 0.2 2 0 requires factions { timurids, }
    recruit_pool "Theigns" 1 0.2 2 0 requires factions { Saxons, }
    recruit_pool "Peasants" 0 0.000001 0.999 0 requires factions { england, france, hre, denmark, spain, portugal, milan, venice, papal_states, Normans, Saxons, }
    recruit_pool "Highland Rabble" 0 0.000001 0.999 0 requires factions { scotland, }
    recruit_pool "Southern Peasants" 0 0.000001 0.999 0 requires factions { sicily, byzantium, }
    recruit_pool "EE Peasants" 0 0.000001 0.999 0 requires factions { poland, russia, hungary, }
    recruit_pool "ME Peasants" 0 0.000001 0.999 0 requires factions { moors, egypt, turks, mongols, timurids, }
    wall_level 0
    tower_level 1
    law_bonus bonus 1
    recruitment_slots 1
    }
    material wooden
    construction 2
    cost 600
    settlement_min village
    upgrades
    {
    wooden_castle
    }
    }
    wooden_castle castle requires factions { northern_european, mesoamerican, middle_eastern, eastern_european, greek, southern_european, }
    {
    convert_to 0
    capability
    {
    recruit_pool "Mailed Knights" 1 0.2 2 0 requires factions { england, scotland, france, hre, spain, portugal, milan, venice, papal_states, sicily, Normans, }
    recruit_pool "Viking Raiders" 1 0.2 2 0 requires factions { denmark, }
    recruit_pool "Polish Nobles" 1 0.2 2 0 requires factions { poland, }
    recruit_pool "Boyar Sons" 1 0.2 2 0 requires factions { russia, }
    recruit_pool "Hungarian Nobles" 1 0.2 2 0 requires factions { hungary, }
    recruit_pool "Byzantine Cavalry" 1 0.2 2 0 requires factions { byzantium, }
    recruit_pool "Arab Cavalry" 1 0.2 2 0 requires factions { moors, }
    recruit_pool "Mamluk Archers" 1 0.2 2 0 requires factions { egypt, }
    recruit_pool "Sipahis" 1 0.2 2 0 requires factions { turks, }
    recruit_pool "Mongol Light Lancers" 1 0.2 2 0 requires factions { mongols, }
    recruit_pool "Turkomans" 1 0.2 2 0 requires factions { timurids, }
    recruit_pool "English Huscarls" 1 0.2 2 0 requires factions { Saxons, }
    recruit_pool "Hobilars" 1 0.4 3 0 requires factions { england, }
    recruit_pool "Border Horse" 1 0.4 3 0 requires factions { scotland, }
    recruit_pool "Mounted Sergeants" 1 0.4 3 0 requires factions { france, hre, milan, venice, papal_states, sicily, Normans, }
    recruit_pool "Scouts" 1 0.4 3 0 requires factions { denmark, }
    recruit_pool "Jinetes" 1 0.4 3 0 requires factions { spain, portugal, }
    recruit_pool "Polish Shooters" 1 0.4 3 0 requires factions { poland, }
    recruit_pool "Kazaks" 1 0.4 3 0 requires factions { russia, }
    recruit_pool "Magyar Cavalry" 1 0.4 3 0 requires factions { hungary, }
    recruit_pool "Skythikon" 1 0.4 3 0 requires factions { byzantium, }
    recruit_pool "Desert Cavalry" 1 0.4 3 0 requires factions { moors, }
    recruit_pool "Arab Cavalry" 1 0.4 3 0 requires factions { egypt, }
    recruit_pool "Turkomans" 1 0.4 3 0 requires factions { turks, }
    recruit_pool "Mongol Horse Archers" 1 0.4 3 0 requires factions { mongols, }
    recruit_pool "Turkish Horse Archers" 1 0.4 3 0 requires factions { timurids, }
    recruit_pool "Theigns" 1 0.4 3 0 requires factions { Saxons, }
    recruit_pool "Dismounted Polish Nobles" 1 0.2 2 0 requires factions { poland, }
    recruit_pool "Peasants" 0 0.000001 0.999 0 requires factions { england, france, hre, denmark, spain, portugal, milan, venice, papal_states, Normans, Saxons, }
    recruit_pool "Highland Rabble" 0 0.000001 0.999 0 requires factions { scotland, }
    recruit_pool "Southern Peasants" 0 0.000001 0.999 0 requires factions { sicily, byzantium, }
    recruit_pool "EE Peasants" 0 0.000001 0.999 0 requires factions { poland, russia, hungary, }
    recruit_pool "ME Peasants" 0 0.000001 0.999 0 requires factions { moors, egypt, turks, mongols, timurids, }
    wall_level 1
    gate_strength 1
    tower_level 1
    law_bonus bonus 2
    recruitment_slots 2
    }
    material wooden
    construction 2
    cost 1200
    settlement_min village
    upgrades
    {
    castle
    }
    }
    castle castle requires factions { northern_european, mesoamerican, middle_eastern, eastern_european, greek, southern_european, }
    {
    convert_to 1
    capability
    {
    recruit_pool "Druzhina" 1 0.2 2 0 requires factions { russia, }
    recruit_pool "Vardariotai" 1 0.2 2 0 requires factions { byzantium, }
    recruit_pool "Mongol Heavy Archers" 1 0.2 2 0 requires factions { mongols, timurids, }
    recruit_pool "Mailed Knights" 1 0.4 3 0 requires factions { england, scotland, france, hre, spain, portugal, milan, venice, papal_states, sicily, Normans, }
    recruit_pool "Dismounted Huscarls" 1 0.4 3 0 requires factions { denmark, }
    recruit_pool "Polish Nobles" 1 0.4 3 0 requires factions { poland, }
    recruit_pool "Boyar Sons" 1 0.4 3 0 requires factions { russia, }
    recruit_pool "Hungarian Nobles" 1 0.4 3 0 requires factions { hungary, }
    recruit_pool "Byzantine Cavalry" 1 0.4 3 0 requires factions { byzantium, }
    recruit_pool "Arab Cavalry" 1 0.4 3 0 requires factions { moors, }
    recruit_pool "Mamluk Archers" 1 0.4 3 0 requires factions { egypt, }
    recruit_pool "Sipahis" 1 0.4 3 0 requires factions { turks, }
    recruit_pool "Mongol Light Lancers" 1 0.4 3 0 requires factions { mongols, }
    recruit_pool "Turkomans" 1 0.4 3 0 requires factions { timurids, }
    recruit_pool "English Huscarls" 1 0.4 3 0 requires factions { Saxons, }
    recruit_pool "Viking Raiders" 1 0.4 3 0 requires factions { denmark, }
    recruit_pool "Dismounted Polish Nobles" 1 0.4 3 0 requires factions { poland, }
    recruit_pool "Hobilars" 1 0.4 3 0 requires factions { england, }
    recruit_pool "Border Horse" 1 0.4 3 0 requires factions { scotland, }
    recruit_pool "Mounted Sergeants" 1 0.4 3 0 requires factions { france, hre, milan, venice, papal_states, sicily, Normans, }
    recruit_pool "Scouts" 1 0.4 3 0 requires factions { denmark, }
    recruit_pool "Jinetes" 1 0.4 3 0 requires factions { spain, portugal, }
    recruit_pool "Polish Shooters" 1 0.4 3 0 requires factions { poland, }
    recruit_pool "Kazaks" 1 0.4 3 0 requires factions { russia, }
    recruit_pool "Magyar Cavalry" 1 0.4 3 0 requires factions { hungary, }
    recruit_pool "Skythikon" 1 0.4 3 0 requires factions { byzantium, }
    recruit_pool "Desert Cavalry" 1 0.4 3 0 requires factions { moors, }
    recruit_pool "Arab Cavalry" 1 0.4 3 0 requires factions { egypt, }
    recruit_pool "Turkomans" 1 0.4 3 0 requires factions { turks, }
    recruit_pool "Mongol Horse Archers" 1 0.4 3 0 requires factions { mongols, }
    recruit_pool "Turkish Horse Archers" 1 0.4 3 0 requires factions { timurids, }
    recruit_pool "Theigns" 1 0.4 3 0 requires factions { Saxons, }
    recruit_pool "Peasants" 0 0.000001 0.999 0 requires factions { england, france, hre, denmark, spain, portugal, milan, venice, papal_states, Normans, Saxons, }
    recruit_pool "Highland Rabble" 0 0.000001 0.999 0 requires factions { scotland, }
    recruit_pool "Southern Peasants" 0 0.000001 0.999 0 requires factions { sicily, byzantium, }
    recruit_pool "EE Peasants" 0 0.000001 0.999 0 requires factions { poland, russia, hungary, }
    recruit_pool "ME Peasants" 0 0.000001 0.999 0 requires factions { moors, egypt, turks, mongols, timurids, }
    wall_level 2
    tower_level 1
    gate_strength 1
    law_bonus bonus 3
    recruitment_slots 3
    }
    material stone
    construction 3
    cost 2400
    settlement_min town
    upgrades
    {
    fortress
    }
    }
    fortress castle requires factions { northern_european, mesoamerican, middle_eastern, eastern_european, greek, southern_european, }
    {
    convert_to 2
    capability
    {
    recruit_pool "Polish Retainers" 1 0.2 2 0 requires factions { poland, }
    recruit_pool "Druzhina" 1 0.2 2 0 requires factions { russia, }
    recruit_pool "Byzantine Lancers" 1 0.2 2 0 requires factions { byzantium, }
    recruit_pool "Mongol Heavy Lancers" 1 0.2 2 0 requires factions { mongols, timurids, }
    recruit_pool "Feudal Knights" 1 0.4 3 0 requires factions { scotland, france, hre, denmark, spain, milan, venice, papal_states, hungary, }
    recruit_pool "Norman Knights" 1 0.4 3 0 requires factions { sicily, }
    recruit_pool "Dismounted Polish Nobles" 1 0.4 3 0 requires factions { poland, }
    recruit_pool "Boyar Sons" 1 0.4 3 0 requires factions { russia, }
    recruit_pool "Vardariotai" 1 0.4 3 0 requires factions { byzantium, }
    recruit_pool "Granadine Jinetes" 1 0.4 3 0 requires factions { moors, }
    recruit_pool "Mamluks" 1 0.4 3 0 requires factions { egypt, }
    recruit_pool "Sipahi Lancers" 1 0.4 3 0 requires factions { turks, }
    recruit_pool "Mongol Heavy Archers" 1 0.4 3 0 requires factions { mongols, timurids, }
    recruit_pool "Viking Raiders" 1 0.4 3 0 requires factions { denmark, }
    recruit_pool "Polish Nobles" 1 0.4 3 0 requires factions { poland, }
    recruit_pool "Mailed Knights" 1 0.4 3 0 requires factions { Normans, }
    recruit_pool "English Huscarls" 1 0.4 3 0 requires factions { Saxons, }
    recruit_pool "Hobilars" 1 0.4 3 0 requires factions { england, }
    recruit_pool "Border Horse" 1 0.4 3 0 requires factions { scotland, }
    recruit_pool "Mounted Sergeants" 1 0.4 3 0 requires factions { france, hre, milan, venice, papal_states, sicily, Normans, }
    recruit_pool "Scouts" 1 0.4 3 0 requires factions { denmark, }
    recruit_pool "Jinetes" 1 0.4 3 0 requires factions { spain, portugal, }
    recruit_pool "Polish Shooters" 1 0.4 3 0 requires factions { poland, }
    recruit_pool "Magyar Cavalry" 1 0.4 3 0 requires factions { hungary, }
    recruit_pool "Skythikon" 1 0.4 3 0 requires factions { byzantium, }
    recruit_pool "Desert Cavalry" 1 0.4 3 0 requires factions { moors, }
    recruit_pool "Arab Cavalry" 1 0.4 3 0 requires factions { egypt, }
    recruit_pool "Turkomans" 1 0.4 3 0 requires factions { turks, }
    recruit_pool "Mongol Horse Archers" 1 0.4 3 0 requires factions { mongols, }
    recruit_pool "Turkish Horse Archers" 1 0.4 3 0 requires factions { timurids, }
    recruit_pool "Theigns" 1 0.4 3 0 requires factions { Saxons, }
    recruit_pool "Peasants" 0 0.000001 0.999 0 requires factions { england, france, hre, denmark, spain, portugal, milan, venice, papal_states, Normans, Saxons, }
    recruit_pool "Highland Rabble" 0 0.000001 0.999 0 requires factions { scotland, }
    recruit_pool "Southern Peasants" 0 0.000001 0.999 0 requires factions { sicily, byzantium, }
    recruit_pool "EE Peasants" 0 0.000001 0.999 0 requires factions { poland, russia, hungary, }
    recruit_pool "ME Peasants" 0 0.000001 0.999 0 requires factions { moors, egypt, turks, mongols, timurids, }
    recruit_pool "Levy Spearmen" 0 0.000001 0.999 0 requires factions { england, }
    recruit_pool "Highlanders" 0 0.000001 0.999 0 requires factions { scotland, }
    recruit_pool "Sergeant Spearmen" 0 0.000001 0.999 0 requires factions { france, hre, milan, venice, papal_states, sicily, Normans, }
    recruit_pool "Viking Raiders" 0 0.000001 0.999 0 requires factions { denmark, }
    recruit_pool "Javelinmen" 0 0.000001 0.999 0 requires factions { spain, }
    recruit_pool "Lusitanian Javelinmen" 0 0.000001 0.999 0 requires factions { portugal, }
    recruit_pool "Woodsmen" 0 0.000001 0.999 0 requires factions { poland, russia, }
    recruit_pool "Slav Levies" 0 0.000001 0.999 0 requires factions { hungary, }
    recruit_pool "Byzantine Spearmen" 0 0.000001 0.999 0 requires factions { byzantium, }
    recruit_pool "Berber Spearmen" 0 0.000001 0.999 0 requires factions { moors, }
    recruit_pool "Kurdish Javelinmen" 0 0.000001 0.999 0 requires factions { egypt, }
    recruit_pool "Turkish Javelinmen" 0 0.000001 0.999 0 requires factions { turks, }
    recruit_pool "ME Levy Spearmen" 0 0.000001 0.999 0 requires factions { mongols, }
    recruit_pool "Afghan Javelinmen" 0 0.000001 0.999 0 requires factions { timurids, }
    recruit_pool "Peasant Spearmen" 0 0.000001 0.999 0 requires factions { Saxons, }
    recruit_pool "Peasant Archers" 0 0.000001 0.999 0 requires factions { england, scotland, france, hre, denmark, spain, portugal, milan, venice, papal_states, Normans, Saxons, }
    recruit_pool "S Peasant Archers" 0 0.000001 0.999 0 requires factions { sicily, hungary, byzantium, }
    recruit_pool "EE Peasant Archers" 0 0.000001 0.999 0 requires factions { poland, russia, }
    recruit_pool "Sudanese Javelinmen" 0 0.000001 0.999 0 requires factions { moors, }
    recruit_pool "ME Peasant Archers" 0 0.000001 0.999 0 requires factions { egypt, turks, mongols, timurids, }
    recruit_pool "Dismounted Feudal Knights" 1 0.4 3 0 requires factions { scotland, france, hre, denmark, spain, milan, venice, papal_states, hungary, }
    recruit_pool "Dismounted Norman Knights" 1 0.4 3 0 requires factions { sicily, }
    recruit_pool "Dismounted Boyar Sons" 1 0.4 3 0 requires factions { russia, }
    recruit_pool "Dismounted Arab Cavalry" 1 0.4 3 0 requires factions { moors, egypt, }
    recruit_pool "Dismounted Sipahi Lancers" 1 0.4 3 0 requires factions { turks, }
    recruit_pool "Dismounted Heavy Archers" 1 0.4 3 0 requires factions { mongols, timurids, }
    recruit_pool "Dismounted Feudal Knights" 1 0.5 4 0 requires factions { england, portugal, }
    recruit_pool "Mailed Knights" 1 0.4 3 0 requires factions { england, scotland, france, hre, spain, portugal, milan, venice, papal_states, sicily, }
    recruit_pool "Dismounted Huscarls" 1 0.4 3 0 requires factions { denmark, }
    recruit_pool "Kazaks" 1 0.4 3 0 requires factions { russia, }
    recruit_pool "Hungarian Nobles" 1 0.4 3 0 requires factions { hungary, }
    recruit_pool "Byzantine Cavalry" 1 0.4 3 0 requires factions { byzantium, }
    recruit_pool "Arab Cavalry" 1 0.4 3 0 requires factions { moors, }
    recruit_pool "Mamluk Archers" 1 0.4 3 0 requires factions { egypt, }
    recruit_pool "Sipahis" 1 0.4 3 0 requires factions { turks, }
    recruit_pool "Mongol Light Lancers" 1 0.4 3 0 requires factions { mongols, }
    recruit_pool "Turkomans" 1 0.4 3 0 requires factions { timurids, }
    wall_level 3
    tower_level 1
    gate_strength 2
    law_bonus bonus 4
    recruitment_slots 3
    }
    material stone
    construction 3
    cost 4800
    settlement_min large_town
    upgrades
    {
    citadel
    }
    }
    citadel castle requires factions { northern_european, mesoamerican, middle_eastern, eastern_european, greek, southern_european, }
    {
    convert_to 2
    capability
    {
    recruit_pool "Dismounted Polish Knights" 1 0.4 3 0 requires factions { poland, }
    recruit_pool "Khan's Guard" 1 0.4 3 0 requires factions { mongols, timurids, }
    recruit_pool "Noble Swordsmen" 1 0.4 3 0 requires factions { scotland, }
    recruit_pool "Noble Knights" 1 0.4 3 0 requires factions { france, }
    recruit_pool "Imperial Knights" 1 0.4 3 0 requires factions { hre, }
    recruit_pool "Chivalric Knights" 1 0.4 3 0 requires factions { spain, sicily, }
    recruit_pool "Italian MAA" 1 0.4 3 0 requires factions { milan, venice, papal_states, }
    recruit_pool "Polish Retainers" 1 0.4 3 0 requires factions { poland, }
    recruit_pool "E Chivalric Knights" 1 0.4 3 0 requires factions { hungary, }
    recruit_pool "Byzantine Lancers" 1 0.4 3 0 requires factions { byzantium, }
    recruit_pool "Granadine Lancers" 1 0.4 3 0 requires factions { moors, }
    recruit_pool "Mongol Heavy Lancers" 1 0.4 3 0 requires factions { mongols, timurids, }
    recruit_pool "Feudal Knights" 1 0.4 3 0 requires factions { scotland, denmark, }
    recruit_pool "Polish Knights" 1 0.4 3 0 requires factions { poland, }
    recruit_pool "Boyar Sons" 1 0.4 3 0 requires factions { russia, }
    recruit_pool "Vardariotai" 1 0.4 3 0 requires factions { byzantium, }
    recruit_pool "Granadine Jinetes" 1 0.4 3 0 requires factions { moors, }
    recruit_pool "Mamluks" 1 0.4 3 0 requires factions { egypt, }
    recruit_pool "Sipahi Lancers" 1 0.4 3 0 requires factions { turks, }
    recruit_pool "Mongol Heavy Archers" 1 0.4 3 0 requires factions { mongols, timurids, }
    recruit_pool "Dismounted Polish Nobles" 1 0.4 3 0 requires factions { poland, }
    recruit_pool "Mailed Knights" 1 0.4 3 0 requires factions { Normans, }
    recruit_pool "English Huscarls" 1 0.4 3 0 requires factions { Saxons, }
    recruit_pool "Hobilars" 1 0.4 3 0 requires factions { england, }
    recruit_pool "Border Horse" 1 0.4 3 0 requires factions { scotland, }
    recruit_pool "Mounted Sergeants" 1 0.4 3 0 requires factions { france, hre, milan, venice, papal_states, sicily, Normans, }
    recruit_pool "Scouts" 1 0.4 3 0 requires factions { denmark, }
    recruit_pool "Jinetes" 1 0.4 3 0 requires factions { spain, portugal, }
    recruit_pool "Polish Shooters" 1 0.4 3 0 requires factions { poland, }
    recruit_pool "Kazaks" 1 0.4 3 0 requires factions { russia, }
    recruit_pool "Magyar Cavalry" 1 0.4 3 0 requires factions { hungary, }
    recruit_pool "Skythikon" 1 0.4 3 0 requires factions { byzantium, }
    recruit_pool "Desert Cavalry" 1 0.4 3 0 requires factions { moors, }
    recruit_pool "Arab Cavalry" 1 0.4 3 0 requires factions { egypt, }
    recruit_pool "Turkomans" 1 0.4 3 0 requires factions { turks, }
    recruit_pool "Mongol Horse Archers" 1 0.4 3 0 requires factions { mongols, }
    recruit_pool "Turkish Horse Archers" 1 0.4 3 0 requires factions { timurids, }
    recruit_pool "Theigns" 1 0.4 3 0 requires factions { Saxons, }
    recruit_pool "Peasants" 0 0.000001 0.999 0 requires factions { england, france, hre, denmark, spain, portugal, milan, venice, papal_states, Normans, Saxons, }
    recruit_pool "Highland Rabble" 0 0.000001 0.999 0 requires factions { scotland, }
    recruit_pool "Southern Peasants" 0 0.000001 0.999 0 requires factions { sicily, byzantium, }
    recruit_pool "EE Peasants" 0 0.000001 0.999 0 requires factions { poland, russia, hungary, }
    recruit_pool "ME Peasants" 0 0.000001 0.999 0 requires factions { moors, egypt, turks, mongols, timurids, }
    recruit_pool "Levy Spearmen" 0 0.000001 0.999 0 requires factions { england, }
    recruit_pool "Highlanders" 0 0.000001 0.999 0 requires factions { scotland, }
    recruit_pool "Sergeant Spearmen" 0 0.000001 0.999 0 requires factions { france, hre, milan, venice, papal_states, sicily, Normans, }
    recruit_pool "Viking Raiders" 0 0.000001 0.999 0 requires factions { denmark, }
    recruit_pool "Javelinmen" 0 0.000001 0.999 0 requires factions { spain, }
    recruit_pool "Lusitanian Javelinmen" 0 0.000001 0.999 0 requires factions { portugal, }
    recruit_pool "Woodsmen" 0 0.000001 0.999 0 requires factions { poland, russia, }
    recruit_pool "Slav Levies" 0 0.000001 0.999 0 requires factions { hungary, }
    recruit_pool "Byzantine Spearmen" 0 0.000001 0.999 0 requires factions { byzantium, }
    recruit_pool "Berber Spearmen" 0 0.000001 0.999 0 requires factions { moors, }
    recruit_pool "Kurdish Javelinmen" 0 0.000001 0.999 0 requires factions { egypt, }
    recruit_pool "Turkish Javelinmen" 0 0.000001 0.999 0 requires factions { turks, }
    recruit_pool "ME Levy Spearmen" 0 0.000001 0.999 0 requires factions { mongols, }
    recruit_pool "Afghan Javelinmen" 0 0.000001 0.999 0 requires factions { timurids, }
    recruit_pool "Peasant Spearmen" 0 0.000001 0.999 0 requires factions { Saxons, }
    recruit_pool "Peasant Archers" 0 0.000001 0.999 0 requires factions { england, scotland, france, hre, denmark, spain, portugal, milan, venice, papal_states, Normans, Saxons, }
    recruit_pool "S Peasant Archers" 0 0.000001 0.999 0 requires factions { sicily, hungary, byzantium, }
    recruit_pool "EE Peasant Archers" 0 0.000001 0.999 0 requires factions { poland, russia, }
    recruit_pool "Sudanese Javelinmen" 0 0.000001 0.999 0 requires factions { moors, }
    recruit_pool "ME Peasant Archers" 0 0.000001 0.999 0 requires factions { egypt, turks, mongols, timurids, }
    recruit_pool "Dismounted Feudal Knights" 1 0.4 3 0 requires factions { scotland, denmark, }
    recruit_pool "Dismounted Noble Knights" 1 0.4 3 0 requires factions { france, }
    recruit_pool "Dismounted Imperial Knights" 1 0.4 3 0 requires factions { hre, }
    recruit_pool "Dismounted Chivalric Knights" 1 0.4 3 0 requires factions { spain, }
    recruit_pool "Dismounted Italian MAA" 1 0.4 3 0 requires factions { milan, venice, papal_states, }
    recruit_pool "Dismounted Norman Knights" 1 0.4 3 0 requires factions { sicily, }
    recruit_pool "Dismounted Boyar Sons" 1 0.4 3 0 requires factions { russia, }
    recruit_pool "Dismounted E Chivalric Knights" 1 0.4 3 0 requires factions { hungary, }
    recruit_pool "Dismounted Arab Cavalry" 1 0.4 3 0 requires factions { moors, egypt, }
    recruit_pool "Dismounted Sipahi Lancers" 1 0.4 3 0 requires factions { turks, }
    recruit_pool "Dismounted Heavy Archers" 1 0.4 3 0 requires factions { mongols, timurids, }
    recruit_pool "Dismounted English Knights" 1 0.5 4 0 requires factions { england, }
    recruit_pool "Dismounted Portuguese Knights" 1 0.5 4 0 requires factions { portugal, }
    recruit_pool "Dismounted Feudal Knights" 1 0.7 6 0 requires factions { england, france, hre, spain, portugal, milan, venice, papal_states, hungary, }
    recruit_pool "Arab Cavalry" 1 0.7 6 0 requires factions { moors, }
    recruit_pool "Mamluk Archers" 1 0.7 6 0 requires factions { egypt, }
    recruit_pool "Sipahis" 1 0.7 6 0 requires factions { turks, }
    recruit_pool "Mongol Light Lancers" 1 0.7 6 0 requires factions { mongols, }
    recruit_pool "Turkomans" 1 0.7 6 0 requires factions { timurids, }
    recruit_pool "Mailed Knights" 1 0.4 3 0 requires factions { england, scotland, }
    recruit_pool "Feudal Knights" 1 0.4 3 0 requires factions { france, hre, spain, milan, venice, papal_states, }
    recruit_pool "Dismounted Huscarls" 1 0.4 3 0 requires factions { denmark, }
    recruit_pool "Norman Knights" 1 0.4 3 0 requires factions { sicily, }
    recruit_pool "Polish Nobles" 1 0.4 3 0 requires factions { poland, }
    recruit_pool "Druzhina" 1 0.4 3 0 requires factions { russia, }
    recruit_pool "Hungarian Nobles" 1 0.4 3 0 requires factions { hungary, }
    recruit_pool "Byzantine Cavalry" 1 0.4 3 0 requires factions { byzantium, }
    recruit_pool "Mailed Knights" 1 0.4 3 0 requires factions { france, hre, spain, portugal, milan, venice, papal_states, sicily, }
    recruit_pool "Feudal Knights" 1 0.4 3 0 requires factions { hungary, }
    wall_level 4
    tower_level 1
    gate_strength 2
    law_bonus bonus 5
    recruitment_slots 3
    }
    material stone
    construction 4
    cost 9600
    settlement_min city
    upgrades
    {
    }
    }
    }
    plugins
    {
    }
    }




    Ok I found what you are looking at, the building convert_to_castle and building convert_to_city entries at the bottom of the EDB. For the hell of it I changed those entries to ALL, same results.

  11. #11
    GrnEyedDvl's Avatar Liberalism is a Socially Transmitted Disease
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    Default Re: Converting buildings

    I solved this by rebuilding the entire mod folder from scratch. I dont know what the problem was, but I am assuming a typo someplace kept it from reading something properly.

    Thanks for the time everyone.

  12. #12
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Converting buildings

    One very common mistake is the comma after the last entry of the requirement, seeing that most modders place their entry there:

    Code:
    requires factions { northern_european, mesoamerican, middle_eastern, eastern_european, greek, southern_european, }
    or the spacing at the end of that line. This can easily be checked with the search function

    I think I used the EDB that you provided in the post above.










  13. #13
    GrnEyedDvl's Avatar Liberalism is a Socially Transmitted Disease
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    Default Re: Converting buildings

    Yeah I know, but like I said the file worked in the barebones mod folder, just not the other mod folder. I think it was something else.

  14. #14
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Converting buildings

    In that case something linked to it didn't work. Can only think of the descr_sm_factions file, changed entry there. Changed once the culture for one faction and had an error log a mile long, complaining about all these gaps in the building line and not being able to convert. Extremely tedious and time consuming to trace, the line given is usually the last line of the EDB. And if you find the start of the error everything else simply vanishes due to the domino effect. Can't convert - can't build - can' recruit; that's my steps of checking the errors.

    Can't convert from city to castle and vice versa is a common error and causes the rest of the errors. NOT building - CONVERTING. I am not at my machine, but I remember that section being nearly at the bottom of the EDB, before the pagan temple.










  15. #15
    GrnEyedDvl's Avatar Liberalism is a Socially Transmitted Disease
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    Default Re: Converting buildings

    Quote Originally Posted by gigantus View Post
    In that case something linked to it didn't work. Can only think of the descr_sm_factions file, changed entry there. Changed once the culture for one faction and had an error log a mile long, complaining about all these gaps in the building line and not being able to convert. Extremely tedious and time consuming to trace, the line given is usually the last line of the EDB. And if you find the start of the error everything else simply vanishes due to the domino effect. Can't convert - can't build - can' recruit; that's my steps of checking the errors.
    Yeah I dont know where the typo was, but it caused a big headache. usually I find them pretty fast, just not this time. Rebuilding the mod folder was probably the fastest way to solve it.


    Can't convert from city to castle and vice versa is a common error and causes the rest of the errors. NOT building - CONVERTING. I am not at my machine, but I remember that section being nearly at the bottom of the EDB, before the pagan temple.
    The section you quoted is at the end, but I am converting just fine by leaving that alone. On to bigger and better things I spose.

  16. #16

    Default Re: Converting buildings

    I had a similar problem to this. The error log said that there was a gap in the Moor's tech tree at the bottom of EBU that prevented the Moors converting their buildings. This was caused by a 'convert_to' command for a city building that didn't have a castle counter part.

    Your problem is that 'Spain' is listed as a faction that can build the Royal Armoury but it can't build the three building before it. Just delete Spain from the faction list and repeat for all the other building errors. Ignore the line number and examine the buildings themselves.
    Morning Sun (adds Korea and China to the Shogun 2 map)
    http://www.twcenter.net/forums/forum...28-Morning-Sun

    Expanded Japan mod (97 new regions and 101 new factions)
    http://www.twcenter.net/forums/showt...ew-factions%29

    How to split a region in TWS2
    http://www.twcenter.net/forums/showt...split-a-region

    Eras Total Conquest 2.3 (12 campaigns from 970-1547)

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