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  1. #1

    Default Implementing buildings from another mod

    Hi,
    I'm currently trying to make the suburbs/settlement system from Roma Surrectum work in my other game(RTR). The problem is, everytime I start the game now, I get a CTD without an error message


    export_descr_buildings.txt:
    Code:
    building towns_cities
    {
        levels  suburbs villages towns cities          ;;;population decrease buildings
        {
            suburbs requires factions { greek_cities, }
            {
                capability
                {
                    population_growth_bonus bonus -6
                    population_health_bonus bonus 1
                }
                construction  2 
                cost  2000 
                settlement_min large_city
                upgrades
                {
    The upgrades follow after that and are completely copied from RS.
    The only changes are that they are available only to my current faction and that I removed some of the limitations that wouldn't work without having the actual mod installed.

    I also wrote description titles and descriptions for
    export_descr_buildings_enums.txt and export_buildings.txt
    and copied the building images from the RS files.

    What did I do wrong?

  2. #2

    Default Re: Implementing buildings from another mod

    Hmm, seems ok... Remove the extra space after the word "levels" (just in case) and make sure the descriptions are properly coded. can't think of anything else off the bat.

  3. #3

    Default Re: Implementing buildings from another mod

    The Carthaginian UI problem, that's a big one.

    In descr_ui_buildings, there are two lines the reference carthaginian, deleting one line should allow you to use your building. I've also found that you can replace the line after you've loaded the game successfully.

    Expand your borders, a mod based on XGM 5.

  4. #4

    Default Re: Implementing buildings from another mod

    But the building he's adding is not available to Carthaginians... I think the DUB issue applies only for such buildings.

  5. #5

    Default Re: Implementing buildings from another mod

    Hm... You might check the total number of building trees, I don't know how many RTR uses, but there are 64 max; more would cause this problem.

    And this is the only change you've made, correct?

    Expand your borders, a mod based on XGM 5.

  6. #6

    Default Re: Implementing buildings from another mod

    My export_descr_buildings_enums.txt entry looks like this:

    Code:
    villages_greek_cities
    villages_greek_cities_desc
    villages_greek_cities_desc_short
    export_buildings.txt with some placeholders:

    Code:
    {villages_greek_cities}	 Villages
    
    {villages_greek_cities_desc}	Villages smallen the main settlement a bit, but provide a reasonable health bonus.
    
    {villages_greek_cities_desc_short}	Villages smallen the main settlement a bit, but provide a reasonable health bonus.
    I also removed the space after "levels", still doesn't work. Is there a way to count how many buildings there are implemented in the game at the moment?

    Anyway, thanks for the replies

  7. #7

    Default Re: Implementing buildings from another mod

    Open the file with MS Word and replace "levels" with "levels"; a message will appear telling you how many replaces occurred.

  8. #8

    Default Re: Implementing buildings from another mod

    Hm, it says "levels" is there 53 times, so the error isn't here either.
    Should I try that Carthaginian UI problem solve too or is that just wasted energy? ^^

  9. #9

    Default Re: Implementing buildings from another mod

    It can't harm you, so give it a shot. Simply comment one of the two lines mentioning carthaginian at the top of the descr_ui_buildings.txt.

  10. #10

    Default Re: Implementing buildings from another mod

    Damn, that didn't work either. Could it be because I miss some other file? Like some image or sth.?

  11. #11

    Default Re: Implementing buildings from another mod

    No, the game would use its generic images then. Can u maybe upload your EDB somewhere?

  12. #12
    Squid's Avatar Opifex
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    Default Re: Implementing buildings from another mod

    Did you copy over the name line? (i.e. the {town_cities_name} line)
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  13. #13

    Default Re: Implementing buildings from another mod

    Quote Originally Posted by Aradan View Post
    No, the game would use its generic images then. Can u maybe upload your EDB somewhere?
    Of course


    Quote Originally Posted by SquidSK View Post
    Did you copy over the name line? (i.e. the {town_cities_name} line)
    What file do you mean? export_buildings.txt? I only made descriptions for the respective levels of the building, not for the chain. Is that what you mean?
    Last edited by Athreios; August 13, 2008 at 09:59 AM.

  14. #14
    MasterOfNone's Avatar RTW Modder 2004-2015
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    Default Re: Implementing buildings from another mod

    I have not looked at the files, but OF COURSE you must put in the text entry in EU for a new chain - the x_name entry or it will CTD. I quote from my own EDB Guide...

    This file also contains the "_name" elements which provide the text for the building thread summaries (i.e. the text for each building type in the in-game Building Browser).
    This information is also listed in the tuorials on adding a building, see: http://forums.totalwar.org/vb/showthread.php?t=45143

    Though I am sure you of course read all these before modding?
    "One of the most sophisticated Total War mods ever developed..."
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  15. #15

    Default Re: Implementing buildings from another mod

    Quote Originally Posted by MasterOfNone View Post
    I have not looked at the files, but OF COURSE you must put in the text entry in EU for a new chain - the x_name entry or it will CTD. I quote from my own EDB Guide...



    This information is also listed in the tuorials on adding a building, see: http://forums.totalwar.org/vb/showthread.php?t=45143

    Though I am sure you of course read all these before modding?

    I'm sorry, I read a guide on modding buildings into the game, I'm not sure which one though. I sadly can't access your URL...

    On the problem: I still get the same crash after also adding the lines to EDBE and EB :/

  16. #16

    Default Re: Implementing buildings from another mod

    Try THIS link for the EDB Guide. Be sure to read it, it's excellent.

  17. #17

    Default Re: Implementing buildings from another mod

    Hmm, I fixed some stuff according to the guide, but it still gives the same error...
    Could you please have a look at my files? I'd be very greatful

    http://mywebserver.servebbs.com/webs..._buildings.txt

    http://mywebserver.servebbs.com/webs..._buildings.txt

    http://mywebserver.servebbs.com/webs...ings_enums.txt

    Help appreciated

  18. #18

    Default Re: Implementing buildings from another mod

    The page requires a username and password. Can you put all the files in a .rar and upload to, say, filefront?

  19. #19

    Default Re: Implementing buildings from another mod

    Oh, sorry, forgot that. Here you go

    http://files.filefront.com/Fileszip/;11505401;/fil

  20. #20
    dvk901's Avatar Consummatum est
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    Default Re: Implementing buildings from another mod

    Your code, if I gather what you are doing is giving this building only to the Greeks, should look like that I include in this text file. No other text is necessary, because this works in RS.

    If you have all this code correct, then you probably are getting a CTD because you've regenerated 'map.rwm' and didn't put the building cards in the UI folder.

    No building cards after you regenerate map.rwm = CTD with no error.

    Entries in 'export_descr_buildings_enums.txt' are not necessary. This file does nothing anymore.

    Entries in 'descr_ui_buildings.txt' are not necessary as long as you put building cards in the appropriate UI culture building folders. This file is only used to save building card graphics by using the same cards for multiple buildings....I don't mess with it because it's too buggy and hard to figure out how the thing works.

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