Page 2 of 18 FirstFirst 123456789101112 ... LastLast
Results 21 to 40 of 351

Thread: A Guide to Export_Descr_Buildings.txt

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default Re: A Guide to the Export_Descr_Buildings.txt File

    Yeah, if you're adding it on to an existing structure, that's how you'll need to go. My code was for the building only requiring a Sultan's Racing Track and nothing else (no faction requirements, etc.) I should make a note of that. Thanks for pointing that out! +rep

    Coder on Dark Ages: Roman Revival, the alternate history mod for BI.

    Under the Patronage of Augustus Lucifer, member of the House of Ward.

  2. #2
    Augustus Lucifer's Avatar Life = Like a beanstalk
    Patrician Citizen

    Join Date
    Aug 2006
    Location
    Mote of Dust
    Posts
    10,725

    Default Re: A Guide to the Export_Descr_Buildings.txt File

    In that same vein, I'm fairly certain the requires line is unnecessary, just like conditions on an event. So things you want everyone to be able to build all the time you should be able to leave it off entirely.

  3. #3

    Default Re: A Guide to Export_Descr_Buildings.txt

    hi,I'm trying to make a building for mongols only in urgench. Am i correct in as follows:

    building governors_house_of_daruhachi
    {
    levels governors_house_of_daruhachi
    {
    governors_house_of_daruhachi requires factions { mongols, } and hidden_resource Urgench

    in the EDB file. However I'm not to sure about how to place the "Urgench" bit.And how do i find the hidden_resource file?

  4. #4

    Default Re: A Guide to Export_Descr_Buildings.txt

    I hope some folks are still hanging around here... here's my question:

    I've unpacked my data files and tried to alter my export_descr_buildings file. However, not only do the unit changes (additions, actually) not show up in my games, but my whole game crashes whenever I go to the battlefield screen. I've edited the .txt file with notepad, and notepad++. I've read that the original file was made using microsoft excel (.xls file type). I've even thought of trying to replicate the file using my spreadsheet program, though recreating is daunting due to the size, as well as the fact that I'm not entirely certain how they differentiated the data.

    Can anyone offer any assistance?

  5. #5
    EarendilElenthol's Avatar Artifex
    Join Date
    Apr 2008
    Location
    The Netherlands
    Posts
    998

    Default Re: A Guide to the Export_Descr_Buildings.txt File

    Some extra info:
    Happiness bonus can be positive and negative
    Law bonus can be positive and negative
    Trade_base_income_bonus can be negative, but is an integer (-1 0 1 2 ....)
    taxable_income_bonus bonus is missing from the list, every point is 1% tax. Can be positive and negative (-50 will be 50% less income from taxes) This is presumably only taxes and not trade, havent tested it yet. Doesn't seem to work, the engine accepts it, even states it on building page but is without effect.
    income_bonus is missing from the list, every point is 1 gold piece. Can be positive or negative, but least value is 0.
    religion_bonus is only 1% instead of 5% for each point
    mining values are (value of sm_resources)x5 for each point. Is an integer (-1 0 1 2 ....)

    I didnt realise but when I run into the building tree limit, I dropped the difference between castles and cities in the EDB. You can still base it on the level of the core_building with an building_present_min_level.
    Last edited by EarendilElenthol; July 17, 2009 at 07:11 PM.

  6. #6

    Default Re: A Guide to the Export_Descr_Buildings.txt File

    How would you make a player have to choose between buildings? Similar to guilds, I would like the player (not the AI) to have to choose between two different buildings. Is it as simple as...

    building B resuires faction (XYZ) and not min_building present A?
    (plus stipulation for AI exclusion)



  7. #7
    konny's Avatar Artifex
    Join Date
    Jul 2007
    Location
    Germania Inferior
    Posts
    3,631

    Default Re: A Guide to the Export_Descr_Buildings.txt File

    Yes, this should do.

    Team member of: Das Heilige Römische Reich, Europa Barbarorum, Europa Barbarorum II, East of Rome
    Modding help by Konny: Excel Traitgenerator, Setting Heirs to your preference
    dHRR 0.8 beta released! get it here
    New: Native America! A mini-mod for Kingdoms America

  8. #8
    Caudillo87's Avatar Semisalis
    Join Date
    Mar 2008
    Location
    Fontana, Ca (Alta California)
    Posts
    451

    Default Re: A Guide to the Export_Descr_Buildings.txt File

    Quote Originally Posted by Awellesley View Post
    How would you make a player have to choose between buildings? Similar to guilds, I would like the player (not the AI) to have to choose between two different buildings. Is it as simple as...

    building B resuires faction (XYZ) and not min_building present A?
    (plus stipulation for AI exclusion)
    Can someone explain this better please, Would you do the opposite afterwards?

  9. #9
    Gigantus's Avatar I am not special - I am a limited edition.
    Moderator Emeritus Administrator Emeritus

    Join Date
    Aug 2006
    Location
    Goa - India
    Posts
    52,681
    Blog Entries
    35

    Default Re: A Guide to the Export_Descr_Buildings.txt File

    Quote Originally Posted by Caudillo87 View Post
    Can someone explain this better please, Would you do the opposite afterwards?
    It is rather simple actually. In the beginning you have two buildings (in two different building trees) you can choose from. Whenever you build one it automatically negates the building conditions of the other in the same settlement.

    building market requires faction ( XYZ, ) and not building_present_min_level brothel
    building brothel requires faction ( XYZ, ) and not building_present_min_levelmarket










  10. #10
    Highland Kelt's Avatar Libertus
    Join Date
    Apr 2009
    Location
    Blackpool, UK
    Posts
    86

    Default Re: A Guide to the Export_Descr_Buildings.txt File

    OK, How do I alter the amount of turns it takes to construct a building?

    Is it just a simple case of changing the number here? :

    material wooden
    construction
    4 (6)
    cost 1600

    So to change the Cannon Makers construction time from 4 to 6, would this be? :

    cannon_maker
    }

    }
    cannon_maker city requires factions { northern_european, timurids, egypt, moors, turks, eastern_european, southern_european, } and event_counter gunpowder_discovered 1
    {
    convert_to 1
    capability
    {
    recruit_pool "NE Mortar" 1 0.4 3 0 requires factions { england, scotland, venice, papal_states, sicily, }
    recruit_pool "NE Grand Bombard" 1 0.4 3 0 requires factions { france, hre, spain, portugal, milan, }
    recruit_pool "NE Ribault" 1 0.4 3 0 requires factions { denmark, }
    recruit_pool "EE Ribault" 1 0.4 3 0 requires factions { poland, hungary, }
    recruit_pool "EE Grand Bombard" 1 0.4 3 0 requires factions { russia, }
    recruit_pool "ME Grand Bombard" 1 0.4 3 0 requires factions { moors, egypt, turks, }
    recruit_pool "AS Grand Bombard" 1 0.4 3 0 requires factions { timurids, }
    recruit_pool "NE Ribault" 1 0.4 3 0 requires factions { england, scotland, spain, portugal, milan, venice, papal_states, sicily, }
    recruit_pool "NE Bombard" 1 0.4 3 0 requires factions { england, scotland, france, hre, denmark, spain, portugal, milan, venice, papal_states, sicily, }
    recruit_pool "EE Bombard" 1 0.4 3 0 requires factions { poland, russia, hungary, }
    recruit_pool "GR Bombard" 1 0.4 3 0 requires factions { byzantium, }
    recruit_pool "ME Bombard" 1 0.4 3 0 requires factions { moors, egypt, turks, }
    recruit_pool "AS Rocket Launcher" 1 0.4 3 0 requires factions { mongols, }
    recruit_pool "AS Bombard" 1 0.4 3 0 requires factions { timurids, }
    weapon_naval_gunpowder 1
    }
    material wooden
    construction 6
    cost 1600
    settlement_min large_city
    upgrades
    {

    Also, where is the export_descr_buildings.txt file?
    Is it contained in the same place in a mod (or sub-mod) as in the vanilla M2TW unpacked files?
    Is this the ONLY place I have to alter the construction time, in EDB?
    ...This is my Island...

  11. #11
    Gigantus's Avatar I am not special - I am a limited edition.
    Moderator Emeritus Administrator Emeritus

    Join Date
    Aug 2006
    Location
    Goa - India
    Posts
    52,681
    Blog Entries
    35

    Default Re: A Guide to the Export_Descr_Buildings.txt File

    Also, where is the export_descr_buildings.txt file?
    Is it contained in the same place in a mod (or sub-mod) as in the vanilla M2TW unpacked files?
    Is this the ONLY place I have to alter the construction time, in EDB?
    Yes to all parts of that quote.
    construction 6

    And again yes, that is where you change the construction time










  12. #12
    Huene's Avatar Aimless Wanderer
    Join Date
    Feb 2009
    Location
    Homer, Alaska
    Posts
    1,494

    Default Re: A Guide to the Export_Descr_Buildings.txt File

    is it possible to make a unit only recruitable when there is a general in the settlement?

  13. #13
    Gigantus's Avatar I am not special - I am a limited edition.
    Moderator Emeritus Administrator Emeritus

    Join Date
    Aug 2006
    Location
    Goa - India
    Posts
    52,681
    Blog Entries
    35

    Default Re: A Guide to the Export_Descr_Buildings.txt File

    Use a "governor in residence" script like below (all three) and then use the event as requirement:

    monitor_event FactionTurnEnd FactionIsLocal
    set_event_counter governor_present 1
    end_monitor

    monitor_event SettlementSelected GovernorInResidence
    and FactionIsLocal
    set_event_counter governor_present 1
    end_monitor

    monitor_event SettlementSelected not GovernorInResidence
    and FactionIsLocal
    set_event_counter governor_present 0
    end_monitor



    ...requires factions { northern_european, } and event_counter governor_present 1










  14. #14
    Huene's Avatar Aimless Wanderer
    Join Date
    Feb 2009
    Location
    Homer, Alaska
    Posts
    1,494

    Default Re: A Guide to the Export_Descr_Buildings.txt File

    ok i understand the event aspect but the script aspect is shooting way over my head. is those 3 lines all that i need to add? what does factionislocal mean?

  15. #15
    Gigantus's Avatar I am not special - I am a limited edition.
    Moderator Emeritus Administrator Emeritus

    Join Date
    Aug 2006
    Location
    Goa - India
    Posts
    52,681
    Blog Entries
    35

    Default Re: A Guide to the Export_Descr_Buildings.txt File

    FactionIsLocal = Player's faction

    You have to add all three sections as they are in the campaign_script:

    monitor_event FactionTurnEnd FactionIsLocal
    set_event_counter governor_present 1
    end_monitor

    monitor_event SettlementSelected GovernorInResidence
    and FactionIsLocal
    set_event_counter governor_present 1
    end_monitor

    monitor_event SettlementSelected not GovernorInResidence
    and FactionIsLocal
    set_event_counter governor_present 0
    end_monitor
    And then you add this to the recruitment requirements in the EDB:

    ...requires factions { northern_european, } and event_counter governor_present 1










  16. #16
    Huene's Avatar Aimless Wanderer
    Join Date
    Feb 2009
    Location
    Homer, Alaska
    Posts
    1,494

    Default Re: A Guide to the Export_Descr_Buildings.txt File

    ok thats pretty cool. so what else can you do? could you do this using a resourse or another building?

  17. #17
    Gigantus's Avatar I am not special - I am a limited edition.
    Moderator Emeritus Administrator Emeritus

    Join Date
    Aug 2006
    Location
    Goa - India
    Posts
    52,681
    Blog Entries
    35

    Default Re: A Guide to the Export_Descr_Buildings.txt File

    ...and hidden_resource name_of_hidden_resource
    .. and building_present_min_level building_tree building_name










  18. #18
    Huene's Avatar Aimless Wanderer
    Join Date
    Feb 2009
    Location
    Homer, Alaska
    Posts
    1,494

    Default Re: A Guide to the Export_Descr_Buildings.txt File

    thats not quite what i ment. for resourses i was thinking more like grain or furs. so if the settlement has furs or is trading for furs then you can build X unit. and same with the building, have and_blacksmith at the end of a unit line. ex recruit_pool "Conquistadores" 1 0.4 3 0 requires factions { spain, portugal, } and blacksmith. something like that

  19. #19
    Gigantus's Avatar I am not special - I am a limited edition.
    Moderator Emeritus Administrator Emeritus

    Join Date
    Aug 2006
    Location
    Goa - India
    Posts
    52,681
    Blog Entries
    35

    Default Re: A Guide to the Export_Descr_Buildings.txt File

    recruit_pool "Conquistadores" 1 0.4 3 0 requires factions { spain, portugal, } and building_present_min_level smith blacksmith

    Trading resources are not hidden_resources and cannot be used for this.










  20. #20

    Default Re: A Guide to Export_Descr_Buildings.txt

    Hello there! quick question :
    Could someone please explain the meaning of those figures in the EDB:
    Spoiler Alert, click show to read: 
    capability
    {
    recruit_pool "Papal Guard" 1 0.25 2 0 requires factions { papal_states, }


    How would i have to change them to get replenishment multiplied by 12? Divide or multiply? Sorry for the stupid questions, but i am new to this and couldn't find anything with search..
    Thanx in advance!

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •