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  1. #1
    GrumpyBean's Avatar Ordinarius
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    Default Re: A Guide to Export_Descr_Buildings.txt

    recruit_pool "Papal Guard" 1 0.25 2 0 requires factions { papal_states, }
    set the green number to 3.00 i believe

    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.
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  2. #2
    Gorrrrrn's Avatar Citizen
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    Default Re: A Guide to Export_Descr_Buildings.txt

    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?

  3. #3
    Opifex
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    Default Re: A Guide to Export_Descr_Buildings.txt

    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.


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  4. #4
    Gorrrrrn's Avatar Citizen
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    Default Re: A Guide to Export_Descr_Buildings.txt

    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.

  5. #5

  6. #6

    Default Re: A Guide to Export_Descr_Buildings.txt

    Hi Can you tell me, how to set recruitment of units to more than one turn?

  7. #7

    Default Re: A Guide to Export_Descr_Buildings.txt

    How do yo remove the hidden resource for units, i mean do i just remove the hidden resource text or do i do something else?I seem to remember somewhere that you have to edit the region files but I'm not sure.

  8. #8
    Gorrrrrn's Avatar Citizen
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    Default Re: A Guide to Export_Descr_Buildings.txt

    EE
    tx for that - I'll have to keep playing and see if any AI factions build them.
    If they don't I'll bung some other capabilities onto them and drop their price.
    I'll also make more opportunities for the AI to build by including alternate capital locations for most factions.

  9. #9
    EarendilElenthol's Avatar Artifex
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    Default Re: A Guide to Export_Descr_Buildings.txt

    Can you say whether this works or not? I didnt try it and could use it as well.

  10. #10
    Gorrrrrn's Avatar Citizen
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    Default Re: A Guide to Export_Descr_Buildings.txt

    EE - it's on the to do list for next update to my mod.
    I'm at T209 and no AI faction has built any of the new buildings.
    I have to wait for huge stone walls for the fourth, but several factions have the ability to build the other three,
    if they have large stone wall city on a capital hidden_resource.

    (Am playing to T300 to see how the mod works over extended period, with economy etc.)

  11. #11
    EarendilElenthol's Avatar Artifex
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    Default Re: A Guide to Export_Descr_Buildings.txt

    oke, nice to hear that you will give your findings. Did they built everything else (normal) even with armourers but none of your buildings? If that is the case that would suggest something more is needed to get new buildings working.

  12. #12
    Gorrrrrn's Avatar Citizen
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    Default Re: A Guide to Export_Descr_Buildings.txt

    well I got to T250 and I was the only one building them.
    --

    On a related question is there a condition one can add so that a faction can only build a particular type of building if there isn't one in any of its existing settlements?
    (I find that the faction bonuses stack up too much if you let a faction build too many of the government buildings - it's fair enough if they capture them but I don't want them
    to build more of a particular type if they already have one or more.)

    (the hidden_resource capital limits availability to an extent but I may need to add a few more as the AI keeps shifting its capitals around as the factions expand.
    ----------
    update:

    by adding local bonuses ad dropping the price the AI factions are building the new govt buildings when they can.
    does wonders to their income and public order - esp if they have several.

    wrote a small script which limits human player to only being able to build one of these govt buildings if they don't already have any.
    works OK.
    Last edited by Gorrrrrn; March 18, 2010 at 01:00 PM.

  13. #13
    Domesticus
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    Default Re: A Guide to Export_Descr_Buildings.txt

    So, what I have to add here to (example only) get Cossack Musketeers only when both Huge stone wall and an armourer as high or higher than Leather Tanner exist (and gunpowder is invented ofc)?


    huge_stone_wall city requires factions { northern_european, mesoamerican, middle_eastern, eastern_european, greek, southern_european, }
    {
    capability
    {
    recruit_pool "Cossack Musketeers" 1 0.5 4 0 requires factions { russia, } and event_counter gunpowder_discovered 1


    I saw something like this in the first page:

    huge_stone_wall city requires factions { northern_european, mesoamerican, middle_eastern, eastern_european, greek, southern_european, }
    {
    capability
    {
    recruit_pool "Cossack Musketeers" 1 0.5 4 0 requires factions { russia, } and event_counter gunpowder_discovered 1 and building smith leather_tanner


    But does it really work? And does that allow recruitment of that unit when I upgrade my armourer?

    Please help me! +rep points will be shared.

  14. #14
    Aikanár's Avatar no vaseline
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    Default Re: A Guide to Export_Descr_Buildings.txt

    Quote Originally Posted by Da Goofy View Post
    So, what I have to add here to (example only) get Cossack Musketeers only when both Huge stone wall and an armourer as high or higher than Leather Tanner exist (and gunpowder is invented ofc)?


    huge_stone_wall city requires factions { northern_european, mesoamerican, middle_eastern, eastern_european, greek, southern_european, }
    {
    capability
    {
    recruit_pool "Cossack Musketeers" 1 0.5 4 0 requires factions { russia, } and event_counter gunpowder_discovered 1


    I saw something like this in the first page:

    huge_stone_wall city requires factions { northern_european, mesoamerican, middle_eastern, eastern_european, greek, southern_european, }
    {
    capability
    {
    recruit_pool "Cossack Musketeers" 1 0.5 4 0 requires factions { russia, } and event_counter gunpowder_discovered 1 and building smith leather_tanner


    But does it really work? And does that allow recruitment of that unit when I upgrade my armourer?

    Please help me! +rep points will be shared.
    Of course both is possible, but I'd suggest doing it like this (using building_present_min_level upgrades will not disable the recruitement):

    Code:
    huge_stone_wall city requires factions { northern_european, mesoamerican, middle_eastern, eastern_european, greek, southern_european, } 
    {
    capability
    {
    recruit_pool "Cossack Musketeers" 1 0.5 4 0 requires factions { russia, } and event_counter gunpowder_discovered 1 and building smith leather_tanner and building_present_min_level smith leather_tanner
    Last edited by Aikanár; March 09, 2010 at 03:17 PM.


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  15. #15
    EarendilElenthol's Avatar Artifex
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    Default Re: A Guide to Export_Descr_Buildings.txt

    I thought it was possible to use a building requirement for the recruitment pool, but I'm not sure, for all the other effects it will not work. (only in the first faction line I'm sure it will work)

  16. #16
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: A Guide to Export_Descr_Buildings.txt

    I don't know where the limit is for conditions, but this is one from PDeR and it works just fine:

    Code:
    fief castle requires factions { england, } and building_present_min_level barracks_england auxilia_phase1 and building_present_min_level western_city_hall town_hall and event_counter governor_present 1 and hidden_resource aor_england or hidden_resource aor_wales or hidden_resource aor_ireland or hidden_resource aor_scotland or hidden_resource aor_france or hidden_resource aor_flanders or hidden_resource aor_germany or hidden_resource aor_switzerland or hidden_resource aor_scandinavia or hidden_resource aor_iberia or hidden_resource aor_n_italy or hidden_resource aor_s_italy or hidden_resource aor_w_balkans or hidden_resource aor_e_balkans or hidden_resource aor_poland or hidden_resource aor_lithuania
    Two building levels required, one event and one of 16 hidden_resources.










  17. #17
    Domesticus
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    Default Re: A Guide to Export_Descr_Buildings.txt

    I don't get it... why doesn't this work?
    Code:
            stables castle requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, } 
            {
                capability
                {
                    recruit_pool "Hobilars"  1   0.5   4  0  requires factions { england, } and building_present_min_level castle_smith c_leather_tanner
    Here are a few pics which should explain this:
    Spoiler Alert, click show to read: 





  18. #18
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: A Guide to Export_Descr_Buildings.txt

    You have chosen a bad example: hobilars can be recruited already if you just got a castle without any building.
    Try a different unit or a different building as condition.










  19. #19

    Default Re: A Guide to Export_Descr_Buildings.txt

    Ive been trying to edit the cannon making buildings of the game and Im getting a bit of a problem. (Using retrofit/unit addon mod)

    I have simply added greek to the requires factions section for the second level of the cannon buildings-ie- the cannon maker, as shown below.

    cannon_maker city requires factions { northern_european, timurids, egypt, moors, turks, eastern_european, greek, southern_european, } and event_counter gunpowder_discovered 1

    Yet when I load the game & I go to the building browser, the game displays the building as cannon_maker rather than simply cannon maker...???? This was the first change I made & I have no idea why simply adding greek to the factions line would cause this.

    Can anyone help please?

  20. #20
    Squid's Avatar Opifex
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    Default Re: A Guide to Export_Descr_Buildings.txt

    Quote Originally Posted by lancelot! View Post
    Ive been trying to edit the cannon making buildings of the game and Im getting a bit of a problem. (Using retrofit/unit addon mod)

    I have simply added greek to the requires factions section for the second level of the cannon buildings-ie- the cannon maker, as shown below.

    cannon_maker city requires factions { northern_european, timurids, egypt, moors, turks, eastern_european, greek, southern_european, } and event_counter gunpowder_discovered 1

    Yet when I load the game & I go to the building browser, the game displays the building as cannon_maker rather than simply cannon maker...???? This was the first change I made & I have no idea why simply adding greek to the factions line would cause this.

    Can anyone help please?
    Did you add the relevant text entries into export_buildings.txt?
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