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Thread: A Guide to Export_Descr_Buildings.txt

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  1. #1

    Default Re: A Guide to Export_Descr_Buildings.txt

    I can't believe no one has stated this yet...

    Can someone please explain in detail what the following is directly related to:

    In the text below.... what does the "1" refer to?... and if I'm correct: the 0.11 is a percentage of replenishment based on how many turns per year?.... and the 2 means the max number of units the building can produce (according to this thread) so how often is that referring to?

    recruit_pool "Papal Guard" 1 0.11 2 0 requires factions { papal_states, }

    Thanks in advance for any responses.

  2. #2

    Default Re: A Guide to Export_Descr_Buildings.txt

    Quote Originally Posted by Madden View Post
    I can't believe no one has stated this yet...

    Can someone please explain in detail what the following is directly related to:

    In the text below.... what does the "1" refer to?... and if I'm correct: the 0.11 is a percentage of replenishment based on how many turns per year?.... and the 2 means the max number of units the building can produce (according to this thread) so how often is that referring to?

    recruit_pool "Papal Guard" 1 0.11 2 0 requires factions { papal_states, }

    Thanks in advance for any responses.
    1 refers to the initial unit available as soon as you get that building that makes it.
    2 is the max units it can make in a single turn.
    .11 is rate of replenishment which means .11*100=11% per turn.
    Turn= years depends upon the entry made in the descr_strat.txt file and has no link with EDB. It only tells u the turn thingy and depending upon the mod, like 9 turns for replenishment = 18 years acc to vanilla coz 1 turn=2 years.

  3. #3

    Default Re: A Guide to Export_Descr_Buildings.txt

    Glad to help bro.
    There is a program for EDU editing but i haven't seen any for EDB and in fact i do it manually myself and it's pretty easy once you get used to it.

  4. #4

    Default Re: A Guide to Export_Descr_Buildings.txt

    I cant add witch agent with EDB

    Log file says there is no agent type such as witch.

    Is there another way to add a witch by EDB?

    -------------Leader of the AP mod-----------------

  5. #5
    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

    Unknown agent type specified: witch
    Seems the witch, heretic and inquisitor (?) cannot be recruited through the agent ability in the EDB.
    They can be spawned through the script.
    Last edited by Gigantus; September 19, 2010 at 10:17 AM.










  6. #6

    Default Re: A Guide to Export_Descr_Buildings.txt

    I'm having a problem editing the file myself; anytime I try to edit anything at all the game fails to run. I tried a bunch of different approaches, but nothing seems to work. The weird part is I don't even get an error message, the game just starts up with the initial loading screen and then turns off. I noticed the file says it was made in a spreadsheet and not to edit it manually, so I tried using a spreadsheet application, but that didn't work either. Is there a special program I should be using?

    Oh, and by the way I'm editing a mod file, not the core game file. Do I need to unpack the file or something? I didn't think so because it appears to be unpacked -- I could easily open it with wordpad and openoffice data, and start editing things -- but any edited file crashes, so maybe I'm not doing something properly when opening or saving it.

  7. #7

    Default Re: A Guide to Export_Descr_Buildings.txt

    Quote Originally Posted by Reverend Joe View Post
    I'm having a problem editing the file myself; anytime I try to edit anything at all the game fails to run. I tried a bunch of different approaches, but nothing seems to work. The weird part is I don't even get an error message, the game just starts up with the initial loading screen and then turns off. I noticed the file says it was made in a spreadsheet and not to edit it manually, so I tried using a spreadsheet application, but that didn't work either. Is there a special program I should be using?

    Oh, and by the way I'm editing a mod file, not the core game file. Do I need to unpack the file or something? I didn't think so because it appears to be unpacked -- I could easily open it with wordpad and openoffice data, and start editing things -- but any edited file crashes, so maybe I'm not doing something properly when opening or saving it.
    U need only notepad or notepad++ for doing this kinda job. Since you are already modding a modded file in a mod i presume it has the IO command inside the .cfg file.

    If the game doesn't launches then u have corrupted the file and made a change that is not valid and through the log file u can view where u made the error and how to fix it.

  8. #8
    Finlander's Avatar ★Absolutely Fin-bulous★
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    Default Re: A Guide to Export_Descr_Buildings.txt

    Is there any way to make a building that only a player, not computer, can build?


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  9. #9

    Default Re: A Guide to Export_Descr_Buildings.txt

    Quote Originally Posted by Finlander View Post
    Is there any way to make a building that only a player, not computer, can build?
    Yes there is i think.
    Put it in the Campaign_script.txt
    Code:
    monitor_event PreFactionTurnStart FactionIsLocal
    	set_event_counter X_Y 1
    end_monitor
    
    monitor_event FactionTurnEnd FactionIsLocal
    	set_event_counter X_Y 0
    end_monitor
    And put this in the EDB for a particular building:-
    Code:
    and event_counter X_Y 1
    So this will do the job i think coz when u click next end it will be disabled for a time being so that no AI faction gets the hold of it.
    But i'm not confident about it.

  10. #10
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    Default Re: A Guide to Export_Descr_Buildings.txt

    Many thanks! I will try it. +rep

    Oh, since I have also one another question about buildings, may I ask it here?
    so, is there a way to destroy the building after a one turn I've built it? (means that the building stay only a one turn.) I tried to search it but I did not find.


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  11. #11

    Default Re: A Guide to Export_Descr_Buildings.txt

    Quote Originally Posted by Finlander View Post
    Many thanks! I will try it. +rep

    Oh, since I have also one another question about buildings, may I ask it here?
    so, is there a way to destroy the building after a one turn I've built it? (means that the building stay only a one turn.) I tried to search it but I did not find.
    I think we can do it.
    The script is Faction dependent coz the destroy command can be applied only on a faction not globally.

    Code:
    declare_counter X_Y
    
    monitor_event FactionTurnStart FactionType england
    and FactionBuildingExists >= brothel
    set_counter X_Y  1
    end_monitor
    
    monitor_event FactionTurnEnd FactionType england
    and I_CompareCounter X_Y > 0
    inc_counter X_Y 1
    end_monitor
    
    monitor_event FactionTurnEnd FactionType england
    and I_CompareCounter X_Y = 2
    destroy_buildings england taverns true
    set_counter X_Y  0
    end_monitor
    So with this script if u construct a brothel in game and it will be destroyed on the next turn that is the player or the AI has the access of it for 1 turn.
    I have checked it and it works.
    I'm not a good scripter so i'm sure someone else can refine it or simplify it further.
    Last edited by Ishan; September 20, 2010 at 08:43 AM.

  12. #12
    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

    If you declare a counter, then it is automatically set on zero. So you basically only need the first (slightly modified) and the last monitor:

    declare_counter X_Y

    monitor_event FactionTurnStart FactionType england
    and FactionBuildingExists >= brothel
    inc_counter X_Y 1
    end_monitor

    monitor_event FactionTurnEnd FactionType england
    and I_CompareCounter X_Y = 2
    destroy_buildings england taverns true
    set_counter X_Y 0
    end_monitor










  13. #13

    Default Re: A Guide to Export_Descr_Buildings.txt

    Yes more elegant.
    My scripting skills are rusty.

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    Default Re: A Guide to Export_Descr_Buildings.txt

    Thank you Ishan and Gigantus!
    I am just making my first steps into a world of coding so...
    +rep.


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  15. #15
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    Default Re: A Guide to Export_Descr_Buildings.txt

    even better:

    Code:
    declare_counter X_Y
    
    monitor_event FactionTurnStart FactionType england 
            and FactionBuildingExists >= brothel
            inc_counter X_Y  1
    
               if I_CompareCounter X_Y = 2 
    destroy_buildings england taverns true 
    set_counter X_Y  0
               end_if
    end_monitor










  16. #16
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    Default Re: A Guide to Export_Descr_Buildings.txt

    wow really thank you!
    But is it necessary to have 'FactionType england'? Would just 'FactionIsLocal' work?


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

    This is faction specific: if England has that building, then after two turns that building will be destroyed in English towns. I don't think "all" will work with destroy_buildings. Otherwise that idea would be fine.

    To be on the safe side (just in case a second brothel got build) the condition should be

    if I_CompareCounter X_Y >= 2










  18. #18

    Default Re: A Guide to Export_Descr_Buildings.txt

    Hey Gigantus, why is it that certain parameters work together, whereas some others don't?

    For example, this
    recruit_pool "Lithuanian Cavalry" 1 0.3 1 0 requires factions { poland, } and region_religion catholic 70 and building_present_min_level poland_enclave

    does not cause a crash upon starting up a campaign, but this

    recruit_pool "Akinjis" 1 0.34 3 0 requires factions { turks, } and region_religion islam 70 and building_present_min_level turks_enclave

    does, even though they are supposedly the same things with different faction/religion labels is all?

  19. #19
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    Default Re: A Guide to Export_Descr_Buildings.txt

    Because you can't use parameters that don't work. Check out what the log says. It might help determine what you did wrong.
    Last edited by Taiji; September 29, 2010 at 08:08 AM.

  20. #20

    Default Re: A Guide to Export_Descr_Buildings.txt

    It gives me a loop of entries similar to this
    02:12:11.968 [data.missing] [warning] Cannot find the portrait path: data/ui/northern_european/portraits/portraits/young/generals/000.tga, using the default culture path if it exists
    02:12:11.968 [data.missing] [warning] Cannot find the portrait path: data/ui/northern_european/portraits/portraits/young/generals/000.tga, using the default culture path if it exists
    02:12:11.969 [data.missing] [warning] Cannot find the portrait path: data/ui/northern_european/portraits/portraits/young/generals/000.tga, using the default culture path if it exists
    02:12:11.969 [data.missing] [warning] Cannot find the portrait path: data/ui/northern_european/portraits/portraits/young/generals/000.tga, using the default culture path if it exists
    02:12:11.969 [game.script.trigger] [trace] Trigger <Usurper1> fired
    02:12:11.969 [game.script.trigger] [trace] Trigger <factionleader> fired
    02:12:11.971 [data.missing] [warning] Cannot find the portrait path: data/ui/northern_european/portraits/portraits/young/generals/000.tga, using the default culture path if it exists
    02:12:11.971 [data.missing] [warning] Cannot find the portrait path: data/ui/northern_european/portraits/portraits/young/generals/000.tga, using the default culture path if it exists
    02:12:11.972 [data.missing] [warning] Cannot find the portrait path: data/ui/northern_european/portraits/portraits/young/generals/000.tga, using the default culture path if it exists
    02:12:11.972 [data.missing] [warning] Cannot find the portrait path: data/ui/northern_european/portraits/portraits/young/generals/000.tga, using the default culture path if it exists
    02:12:11.972 [data.missing] [warning] Cannot find the portrait path: data/ui/northern_european/portraits/portraits/young/generals/001.tga, using the default culture path if it exists
    02:12:11.972 [data.missing] [warning] Cannot find the portrait path: data/ui/northern_european/portraits/portraits/young/generals/001.tga, using the default culture path if it exists
    02:12:11.973 [data.missing] [warning] Cannot find the portrait path: data/ui/northern_european/portraits/portraits/young/generals/001.tga, using the default culture path if it exists
    02:12:11.973 [data.missing] [warning] Cannot find the portrait path: data/ui/northern_european/portraits/portraits/young/generals/001.tga, using the default culture path if it exists
    02:12:11.973 [data.missing] [warning] Cannot find the portrait path: data/ui/northern_european/portraits/portraits/young/generals/036.tga, using the default culture path if it exists
    02:12:11.973 [data.missing] [warning] Cannot find the portrait path: data/ui/northern_european/portraits/portraits/young/generals/036.tga, using the default culture path if it exists
    02:12:11.974 [data.missing] [warning] Cannot find the portrait path: data/ui/northern_european/portraits/portraits/young/generals/036.tga, using the default culture path if it exists
    02:12:11.974 [data.missing] [warning] Cannot find the portrait path: data/ui/northern_european/portraits/portraits/young/generals/036.tga, using the default culture path if it exists
    02:12:11.975 [data.missing] [warning] Cannot find the portrait path: data/ui/northern_european/portraits/portraits/young/merchants/000.tga, using the default culture path if it exists
    02:12:11.975 [data.missing] [warning] Cannot find the portrait path: data/ui/northern_european/portraits/portraits/young/merchants/000.tga, using the default culture path if it exists
    02:12:11.975 [data.missing] [warning] Cannot find the portrait path: data/ui/northern_european/portraits/portraits/young/merchants/000.tga, using the default culture path if it exists
    02:12:11.975 [data.missing] [warning] Cannot find the portrait path: data/ui/northern_european/portraits/portraits/young/merchants/000.tga, using the default culture path if it exists
    02:12:11.976 [data.missing] [warning] Cannot find the portrait path: data/ui/northern_european/portraits/portraits/young/civilians/000.tga, using the default culture path if it exists
    02:12:11.976 [data.missing] [warning] Cannot find the portrait path: data/ui/northern_european/portraits/portraits/young/civilians/000.tga, using the default culture path if it exists
    02:12:11.976 [data.missing] [warning] Cannot find the portrait path: data/ui/northern_european/portraits/portraits/young/civilians/000.tga, using the default culture path if it exists
    02:12:11.976 [data.missing] [warning] Cannot find the portrait path: data/ui/northern_european/portraits/portraits/young/civilians/000.tga, using the default culture path if it exists
    02:12:11.976 [data.missing] [warning] Cannot find the portrait path: data/ui/northern_european/portraits/portraits/young/priests/000.tga, using the default culture path if it exists
    02:12:11.976 [data.missing] [warning] Cannot find the portrait path: data/ui/northern_european/portraits/portraits/young/priests/000.tga, using the default culture path if it exists
    02:12:11.977 [data.missing] [warning] Cannot find the portrait path: data/ui/northern_european/portraits/portraits/young/priests/000.tga, using the default culture path if it exists
    02:12:11.977 [data.missing] [warning] Cannot find the portrait path: data/ui/northern_european/portraits/portraits/young/priests/000.tga, using the default culture path if it exists

    ending in

    02:12:12.078 [game.script.trigger] [trace] Trigger <Usurper1> fired
    02:12:12.078 [game.script.trigger] [trace] Trigger <factionleader> fired
    02:12:12.081 [game.script.trigger] [trace] Trigger <Usurper1> fired
    02:12:12.081 [game.script.trigger] [trace] Trigger <factionleader> fired
    02:12:12.084 [game.script.trigger] [trace] Trigger <Usurper1> fired
    02:12:12.084 [game.script.trigger] [trace] Trigger <factionleader> fired
    02:12:12.445 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.

    ....But the only thing modified was export_descr_unit

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