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.
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.
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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.
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)
Yes, this should do.
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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...
Yes to all parts of that quote.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?
construction 6
And again yes, that is where you change the construction time
is it possible to make a unit only recruitable when there is a general in the settlement?
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
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?
FactionIsLocal = Player's faction
You have to add all three sections as they are in the campaign_script:
And then you add this to the recruitment requirements in the EDB: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
ok thats pretty cool. so what else can you do? could you do this using a resourse or another building?
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
Hello there! quick question :
Could someone please explain the meaning of those figures in the EDB:
Spoiler Alert, click show to read:
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!
set the green number to 3.00 i believerecruit_pool "Papal Guard" 1 0.25 2 0 requires factions { papal_states, }
recruit_pool "Papal Guard" <how many units you get from finishing the building> <Replenishment rate(higher the faster)> <maximum number of units building can produce> <experience unit receives when recruited> requires factions { papal_states, }
I think these are right anyway.
Last edited by GrumpyBean; January 06, 2010 at 11:55 PM.
Very funny and old tale of Mordor. The grass is always greener.
Epic Tale of Thera, simply a masterpiece . Borissomeone's Tales of Thera.
recruitment_pool - does the AI take any notice of this?
for example a rebel garrison comprised 17 spear militia units, 2 archers and a hobilar.
the recruitment_pool for the relevant level of barracks was 3.
start garrison was 2 spear and 1 archer unit, and none had moved in from other locations.
does the pool replenish itself once it's been emptied, rendering the concept pointless?
or is it only for the human player's benefit?
Just because the AI didn't increase the garrison does not mean the pool does not work for it; there could be other reasons, such as financial, strategic, etc.
The pool replenishes at the specified rate, regardless of being empty or not.
tx for that.
Actually what I was getting at was that the AI kept on recruiting way past the recruit_pool limit.
so that the settlement recruited 14 extra units over the recruit_pool.
(so the recruit_pool determines the max number of units that can be recruited at any one time,
(assuming you have that number of recruitment slots,) if the pool is full.
it replenishes the pool at the rate specified if units aren't recruited, until it reaches the max again.
So if you have 3 slots and a pool of 3 and a replenishment rate of 0.34 you can recruit 3 on T1,
and then an extra one at 3 turn intervals ad in finitum (or the money runs out.)
----------------------------------------------------------
one more thing: faction capability.
as well as buildings having capability, they can also have faction capabilities, which affects every settlement in the faction.
I've created 4 such buildings giving different faction capabilities, (law, trade, etc bonuses) but the AI factions don't seem interested in building them.
It could they are too expensive compared to other buildings, so have lower priority, or even the only factions that have the minimum city level requirement
can't afford them (but I doubt this.)
I'm too long into a test run to change the buildings now (want to get to T250-300 of an early era campaign if poss)
but I'm wondering whether giving the buildings an ordinary capability might encourage the AI to build them?
if all else fails they can have them in the capitals at the start of the game
(although the AI does like to move capitals in my mod, over half the factions have already done so, a few because of capital being taken by another faction,
but others because it's nearer the centre of the faction's territories.)
Last edited by Gorrrrrn; February 11, 2010 at 03:03 PM.
Perhaps this thread can help: http://www.twcenter.net/forums/showthread.php?t=319549