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Thread: Partial patch for ability to destroy colonies

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  1. #1

    Default Partial patch for ability to destroy colonies

    Hi

    Attached is a changed Data\export_descr_buildings.txt.

    The colonies in hinterland_culture_? were moved to
    x_hinterland_culture_? and made dependable to the ?_natives_1 building.
    That way, you can demolish them without demolishing the ?_natives_?.

    Western colonies can only be build by westerners in barbaric and eastern native cities.

    The changes to x_hinterland_culture_? are also needed in descr_strat.txt.
    The script is not finished, because ?_natives_? buildings have to be added to match the levels of colonies.

    I hope you (mod author(s)) will try this patch and implement it in the feature release if it works OK.

    Best regards,
    Domen

  2. #2

    Default Re: Partial patch for ability to destroy colonies

    I attached the working building file.

    And in descr_start.txt just replace:
    hinterland_culture_barb barb_colony -> x_hinterland_culture_barb barb_colony
    hinterland_culture_west west_colony -> x_hinterland_culture_west west_colony
    hinterland_culture_east east_colony -> x_hinterland_culture_east east_colony

  3. #3

    Default Re: Partial patch for ability to destroy colonies

    I applaud your initiative, but I must play the critic being an avid modder of EDB myself.

    So I have a question.
    Have you tested this yourself? Have you started up the game to see if it runs?

    Because as I see it, you have a couple problems.
    First, you haven't updated export_buildings with new descriptions, and lacking a description will cause a CTD most times. Also, your code probably won't work, the operator "or" doesn't work well with the operator "and". That is, you can't have an "and" then an "or" and an "and" especially followed by another "or". It just doesn't work in total war coding.

    You also should update descr_building_ui to give the "new" buildings UI icons.

    Finally, in XGM the colonies are supposed to be indestructible; they were designed that way, partly because any building that can be destroyed will only be done so by the player, the AI does not tear down buildings. Thereby giving the player an advantage.

    I hope I don't sound too harsh, I just want to give some constructive feedback and advice.

    Expand your borders, a mod based on XGM 5.

  4. #4

    Default Re: Partial patch for ability to destroy colonies

    I didn't know about the AI not tearing down buildings. I'm playing the game with Greek Cities right now. Everything seems to be working OK.
    I didn't look that much into code to find where icons are attached to the buildings.

    I tested the script by conquering the gaulic village with Romans and I could build a Colony. The colony is not available in roman towns.

    I think the ORs and ANDs are working just right - you just must not ignore the rule that ANDs are calculated before ORs. If this isn't true - I would like to know so I want play this game if it will crash in the future.

    Just a thought: the AI not demolishing a colony can be overcome by teraing down colonies with a trigger when city is captured. If it has colonies of a different culture, then they are demolished.

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