Hey all, I'm wondering if there is a way to make buildings in different tree's mutually exclusive? As in you can choose to build either one set of buildings or another set but not both in the same settlement? Any help is appreciated, thanks!
Hey all, I'm wondering if there is a way to make buildings in different tree's mutually exclusive? As in you can choose to build either one set of buildings or another set but not both in the same settlement? Any help is appreciated, thanks!
See HERE for info regarding the "temple_" prefix.
To sum it up, building tress that have the prefix (for example temple_barracks and temple_equestrian) will be mutually exclusive, so in one settlement you will either have the barracks tree or the stables tree.
Thanks Aradan!
If I'm reading that correctly it means you cannot have both hinterlands and temple prefix's, right? It is not possible to make buildings mutually exclusive and indestructible? Also if this is already used in a settlement for temples is it possible to use it again for another two buildings? If so how to do that?
No, you can only have one prefix.
Unfortunately, only 1 choice can be made using the temple_ prefix, you can't have, for example, 4 trees and pick one from the first two and one from the others. If you want to do multiple "choices" then you would have to create a "base" first level of a tree, that would then have two upgrades, each one being an upgrade of the 1st level. For example:
levels A, B, C, D, E, F, G
A --> upgrades to B or C
B --> upgrades to D
C --> upgrades to E
D --> upgrades to F
E --> upgrades to G
You'd have to be a bit careful with negative conditionals, if you have any on the non-last-stage buildings, try using positive conditionals where possible.
Not exactly good news but many thanks all the same! I think I understand it now.
Not at all CV, maybe you can help me out.![]()
It's for some changes to Thrace that I wanted to make sure were viable before I suggested them to anyone. I'm trying to make it so that Thrace is capable of building both greek or thracian colonies in a given region. The greek colonies to allow access to some more advanced greek buildings and the thracian one to allow access to the full barbarian tree making it possible to play thrace as semi-civilsed or full barbarian depending on preference and map area. Unfortunately it seems that the building conditions are not nearly as versatile as they first appeared to be. The game really doesn't like negative conditionals on the colonies.
Last edited by Webba; September 19, 2008 at 03:25 AM.
Ooooh! I think I may have got it! I can start a new campaign now and it doesn't drop back to the menu again at least. I still need to see if the changes all actually work properly or not. Here's the code for you to have a look at.
Thrace Colonies
The theatresCode:building hinterland_culture_thrace ;thracian/illiro-getic { levels thrace_colony_1 thrace_colony_2 thrace_colony_3 thrace_colony_4 thrace_natives_1 thrace_natives_2 { thrace_colony_1 requires hidden_resource nobuild or factions { thrace, } { capability { religious_belief christianity 2 requires not factions { barbarian, } religious_belief christianity 3 requires factions { barbarian, } religious_belief christianity 1 requires factions { thrace, } taxable_income_bonus bonus 10 requires factions { thrace, } recruit "merc barbarian infantry" 0 requires not factions { barbarian, } and not hidden_resource barbarian } construction 8 cost 4800 settlement_min village upgrades { thrace_colony_2 thrace_natives_1 thrace_natives_2 } } thrace_colony_2 requires hidden_resource nobuild or factions { thrace, } and building_present_min_level taverns bardic_circle and not building_present_min_level hinterland_culture_west west_colony_2 { capability { religious_belief christianity 2 requires not factions { barbarian, } religious_belief christianity 3 requires factions { barbarian, } religious_belief christianity 2 requires factions { thrace, } taxable_income_bonus bonus 20 requires factions { thrace, } recruit "merc barbarian infantry" 0 requires not factions { barbarian, } and not hidden_resource barbarian } construction 8 cost 4800 settlement_min city upgrades { thrace_colony_3 } } thrace_colony_3 requires hidden_resource nobuild or factions { thrace, } and building_present_min_level taverns bardic_circle and not building_present_min_level hinterland_culture_west west_colony_2 { capability { religious_belief christianity 2 requires not factions { barbarian, } religious_belief christianity 3 requires factions { barbarian, } religious_belief christianity 3 requires factions { thrace, } taxable_income_bonus bonus 20 requires factions { thrace, } recruit "merc barbarian infantry" 0 requires not factions { barbarian, } and not hidden_resource barbarian } construction 8 cost 4800 settlement_min large_city upgrades { thrace_colony_4 } } thrace_colony_4 requires hidden_resource nobuild or factions { thrace, } and building_present_min_level taverns bardic_circle and not building_present_min_level hinterland_culture_west west_colony_2 and marian_reforms { capability { religious_belief christianity 2 requires not factions { barbarian, } religious_belief christianity 3 requires factions { barbarian, } religious_belief christianity 4 requires factions { thrace, } taxable_income_bonus bonus 20 requires factions { thrace, } recruit "merc barbarian infantry" 0 requires not factions { barbarian, } and not hidden_resource barbarian } construction 8 cost 4800 settlement_min huge_city upgrades { } } thrace_natives_1 requires factions { thrace, } and hidden_resource nobuild { capability { religious_belief christianity 3 religious_belief christianity 1 requires factions { thrace, } taxable_income_bonus bonus 20 requires factions { thrace, } } construction 1 cost 400 settlement_min town upgrades { } } thrace_natives_2 requires factions { thrace, } and hidden_resource nobuild { capability { religious_belief christianity 3 religious_belief christianity 5 requires factions { thrace, } taxable_income_bonus bonus 20 requires factions { thrace, } } construction 1 cost 400 settlement_min town upgrades { } } } plugins { } }
Greek coloniesCode:building theatres { levels odeon lyceum theatre { odeon requires factions { greek, } or factions { thrace, } and building_present_min_level hinterland_culture_west west_colony_1 and not building_present hinterland_culture_thrace thrace_colony_2 and not building_present hinterland_culture_thrace thrace_colony_3 and not building_present hinterland_culture_thrace thrace_colony_4 and marian_reforms { capability { stage_races 1 requires factions { greek, } stage_races 1 requires factions { thrace, } and marian_reforms religious_belief pagan 2 requires factions { greek, egyptian, } religious_belief pagan 1 requires factions { thrace, } } construction 3 cost 1600 settlement_min city upgrades { lyceum } } lyceum requires factions { greek, } or factions { thrace, } and building_present_min_level hinterland_culture_west west_colony_2 and marian_reforms { capability { stage_races 2 requires factions { greek, } stage_races 2 requires factions { thrace, } and marian_reforms religious_belief pagan 2 requires factions { greek, egyptian, } religious_belief pagan 1 requires factions { thrace, } } construction 5 cost 3200 settlement_min large_city upgrades { theatre } } theatre requires factions { greek, } { capability { stage_races 3 requires factions { greek, } stage_races 3 requires factions { thrace, } and marian_reforms religious_belief pagan 2 requires factions { greek, egyptian, } religious_belief pagan 1 requires factions { thrace, } } construction 6 cost 6400 settlement_min huge_city upgrades { } } } plugins { } }
edit: but still an errorless CTD when exiting the game. Odeon is also available from campaign start so there's definitely something wrong here.Code:building hinterland_culture_west ;Hellenic { levels west_colony_1 west_colony_2 west_colony_3 west_colony_4 west_natives_1 west_natives_2 { west_colony_1 requires factions { greek, egyptian, thrace, } { capability { religious_belief pagan 2 requires not factions { roman, greek, egyptian, thrace, } religious_belief pagan 3 requires factions { roman, greek, egyptian, thrace, } religious_belief pagan 1 requires factions { greek, egypt, thrace, } taxable_income_bonus bonus 20 requires factions { greek, egyptian, } taxable_income_bonus bonus 10 requires factions { thrace, } recruit "merc greek light infantry" 0 requires factions { carthaginian, eastern, } and not hidden_resource hellenic and not hidden_resource africa_east } construction 8 cost 4800 settlement_min village upgrades { west_colony_2 west_natives_1 west_natives_2 } } west_colony_2 requires factions { greek, egyptian, } and building_present academic or factions { thrace, } and building_present theatres { capability { religious_belief pagan 2 requires not factions { roman, greek, egyptian, thrace, } religious_belief pagan 3 requires factions { roman, greek, egyptian, thrace, } religious_belief pagan 2 requires factions { greek, egyptian, thrace, } taxable_income_bonus bonus 20 requires factions { greek, egyptian, } taxable_income_bonus bonus 10 requires factions { thrace, } recruit "merc greek light infantry" 0 requires factions { carthaginian, eastern, } and not hidden_resource hellenic and not hidden_resource africa_east } construction 8 cost 4800 settlement_min city upgrades { west_colony_3 } } west_colony_3 requires factions { greek, egyptian, } and building_present academic or factions { thrace, } and building_present theatres { capability { religious_belief pagan 2 requires not factions { roman, greek, egyptian, thrace, } religious_belief pagan 3 requires factions { roman, greek, egyptian, thrace, } religious_belief pagan 3 requires factions { greek, egyptian, thrace, } taxable_income_bonus bonus 20 requires factions { greek, egyptian, } taxable_income_bonus bonus 10 requires factions { thrace, } recruit "merc greek light infantry" 0 requires factions { carthaginian, eastern, } and not hidden_resource hellenic and not hidden_resource africa_east } construction 8 cost 4800 settlement_min large_city upgrades { west_colony_4 } } west_colony_4 requires factions { greek, egyptian, } and building_present academic { capability { religious_belief pagan 2 requires not factions { roman, greek, egyptian, thrace, } religious_belief pagan 3 requires factions { roman, greek, egyptian, thrace, } religious_belief pagan 4 requires factions { greek, egyptian, thrace, } taxable_income_bonus bonus 20 requires factions { greek, egyptian, } taxable_income_bonus bonus 10 requires factions { thrace, } recruit "merc greek light infantry" 0 requires factions { carthaginian, eastern, } and not hidden_resource hellenic and not hidden_resource africa_east } construction 8 cost 4800 settlement_min huge_city upgrades { } } west_natives_1 requires factions { greek, egyptian, } and hidden_resource nobuild { capability { religious_belief pagan 3 religious_belief pagan 1 requires factions { greek, egyptian, thrace, } taxable_income_bonus bonus 20 requires factions { greek, egyptian, } taxable_income_bonus bonus 10 requires factions { thrace, } } construction 1 cost 400 settlement_min town upgrades { } } west_natives_2 requires factions { greek, egyptian, } and hidden_resource nobuild { capability { religious_belief pagan 3 religious_belief pagan 5 requires factions { greek, egyptian, thrace, } taxable_income_bonus bonus 20 requires factions { greek, egyptian, } taxable_income_bonus bonus 10 requires factions { thrace, } } construction 1 cost 400 settlement_min town upgrades { } } } plugins { } }
edit2: As I thought the problem is with that odeon condition, when I removed it the crash stopped occuring. But now I still need a way to make that building not constructible in thracian lvl 2 and up colonies, preferably excluding thrace native regions.
Last edited by Webba; September 19, 2008 at 02:57 PM.
There are a few things I noticed: first do you want the Thracian colony and the Hellenic colony both to be buildable? or do you want them exclusive?
Other issues, I'll deal with at that point.
This coding:The theatres
Code:building theatres { levels odeon lyceum theatre { odeon requires factions { greek, } or factions { thrace, } and building_present_min_level hinterland_culture_west west_colony_1 and not building_present hinterland_culture_thrace thrace_colony_2 and not building_present hinterland_culture_thrace thrace_colony_3 and not building_present hinterland_culture_thrace thrace_colony_4 and marian_reforms { capability { stage_races 1 requires factions { greek, } stage_races 1 requires factions { thrace, } and marian_reforms religious_belief pagan 2 requires factions { greek, egyptian, } religious_belief pagan 1 requires factions { thrace, } } construction 3 cost 1600 settlement_min city upgrades { lyceum } } lyceum requires factions { greek, } or factions { thrace, } and building_present_min_level hinterland_culture_west west_colony_2 and marian_reforms { capability { stage_races 2 requires factions { greek, } stage_races 2 requires factions { thrace, } and marian_reforms religious_belief pagan 2 requires factions { greek, egyptian, } religious_belief pagan 1 requires factions { thrace, } } construction 5 cost 3200 settlement_min large_city upgrades { theatre } } theatre requires factions { greek, } { capability { stage_races 3 requires factions { greek, } stage_races 3 requires factions { thrace, } and marian_reforms religious_belief pagan 2 requires factions { greek, egyptian, } religious_belief pagan 1 requires factions { thrace, } } construction 6 cost 6400 settlement_min huge_city upgrades { } } } plugins { } }doesn't work, you can't use levels with "building_present". If you want to exclude all Thracian areas, instead use "building_present_min_level hinterland_culture_thrace thrace_colony_2" this also disallows all levels above it including the native levels.building_present_min_level hinterland_culture_west west_colony_1 and
not building_present hinterland_culture_thrace thrace_colony_2 and not building_present hinterland_culture_thrace thrace_colony_3 and
not building_present hinterland_culture_thrace thrace_colony_4
If you want the colonies to be exclusive I suggest the following coding:Greek colonies
edit: but still an errorless CTD when exiting the game. Odeon is also available from campaign start so there's definitely something wrong here.Code:building hinterland_culture_west ;Hellenic { levels west_colony_1 west_colony_2 west_colony_3 west_colony_4 west_natives_1 west_natives_2 { west_colony_1 requires factions { greek, egyptian, thrace, } { capability { religious_belief pagan 2 requires not factions { roman, greek, egyptian, thrace, } religious_belief pagan 3 requires factions { roman, greek, egyptian, thrace, } religious_belief pagan 1 requires factions { greek, egypt, thrace, } taxable_income_bonus bonus 20 requires factions { greek, egyptian, } taxable_income_bonus bonus 10 requires factions { thrace, } recruit "merc greek light infantry" 0 requires factions { carthaginian, eastern, } and not hidden_resource hellenic and not hidden_resource africa_east } construction 8 cost 4800 settlement_min village upgrades { west_colony_2 west_natives_1 west_natives_2 } } west_colony_2 requires factions { greek, egyptian, } and building_present academic or factions { thrace, } and building_present theatres { capability { religious_belief pagan 2 requires not factions { roman, greek, egyptian, thrace, } religious_belief pagan 3 requires factions { roman, greek, egyptian, thrace, } religious_belief pagan 2 requires factions { greek, egyptian, thrace, } taxable_income_bonus bonus 20 requires factions { greek, egyptian, } taxable_income_bonus bonus 10 requires factions { thrace, } recruit "merc greek light infantry" 0 requires factions { carthaginian, eastern, } and not hidden_resource hellenic and not hidden_resource africa_east } construction 8 cost 4800 settlement_min city upgrades { west_colony_3 } } west_colony_3 requires factions { greek, egyptian, } and building_present academic or factions { thrace, } and building_present theatres { capability { religious_belief pagan 2 requires not factions { roman, greek, egyptian, thrace, } religious_belief pagan 3 requires factions { roman, greek, egyptian, thrace, } religious_belief pagan 3 requires factions { greek, egyptian, thrace, } taxable_income_bonus bonus 20 requires factions { greek, egyptian, } taxable_income_bonus bonus 10 requires factions { thrace, } recruit "merc greek light infantry" 0 requires factions { carthaginian, eastern, } and not hidden_resource hellenic and not hidden_resource africa_east } construction 8 cost 4800 settlement_min large_city upgrades { west_colony_4 } } west_colony_4 requires factions { greek, egyptian, } and building_present academic { capability { religious_belief pagan 2 requires not factions { roman, greek, egyptian, thrace, } religious_belief pagan 3 requires factions { roman, greek, egyptian, thrace, } religious_belief pagan 4 requires factions { greek, egyptian, thrace, } taxable_income_bonus bonus 20 requires factions { greek, egyptian, } taxable_income_bonus bonus 10 requires factions { thrace, } recruit "merc greek light infantry" 0 requires factions { carthaginian, eastern, } and not hidden_resource hellenic and not hidden_resource africa_east } construction 8 cost 4800 settlement_min huge_city upgrades { } } west_natives_1 requires factions { greek, egyptian, } and hidden_resource nobuild { capability { religious_belief pagan 3 religious_belief pagan 1 requires factions { greek, egyptian, thrace, } taxable_income_bonus bonus 20 requires factions { greek, egyptian, } taxable_income_bonus bonus 10 requires factions { thrace, } } construction 1 cost 400 settlement_min town upgrades { } } west_natives_2 requires factions { greek, egyptian, } and hidden_resource nobuild { capability { religious_belief pagan 3 religious_belief pagan 5 requires factions { greek, egyptian, thrace, } taxable_income_bonus bonus 20 requires factions { greek, egyptian, } taxable_income_bonus bonus 10 requires factions { thrace, } } construction 1 cost 400 settlement_min town upgrades { } } } plugins { } }
edit2: As I thought the problem is with that odeon condition, when I removed it the crash stopped occuring. But now I still need a way to make that building not constructible in thracian lvl 2 and up colonies, preferably excluding thrace native regions.
There are still some problems with the Greek colony coding as I understand it, but it should work for everything else. Try some of this, and if I think of any more I'll tell you.Code:thrace_colony_1 requires factions { thrace, } and not building_present_min_level hinterland_culture_west west_colony_1 thrace_colony_2 requires factions { thrace, } and building_present_min_level taverns bardic_circle west_colony_1 requires factions { greek, egyptian, } or factions { thrace, } and not building_present_min_level hinterland_culture_thrace thrace_colony_1 west_colony_2 requires factions { greek, egyptian, } and building_present academic or factions { thrace, } and building_present theatres odeon requires factions { greek, } or factions { thrace, } and building_present_min_level hinterland_culture_west west_colony_1 and not building_present_min_level hinterland_culture_thrace thrace_colony_1 and marian_reforms
Thanks CV, I'll give your suggestions a try. I'm wanting to make the colonies mutually exclusive from lvl 2 up and from your idea's I think I can see how to do it.
Last edited by Webba; September 20, 2008 at 05:44 AM.
Yeah, I've heard that it can cause problems or not work correctly. I'll try it out and let you know what I learn.