Does it happen when you put back in your backed up EDU?
Were you playing with the bodyguard units?
Does it happen when you put back in your backed up EDU?
Were you playing with the bodyguard units?
No, if I use my backup EDU, it works perfectly. However using the line 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 it to crash in any way, but using the same sort of line on the Turkish Akinji causes a crash.
And no, I wasn't trying to fiddle around with the bodyguard units....I was...Err...Trying to do something a little more ambitious, by adding a whole lot of faction-specific buildings to simulate colonization, along with the region_religion parameter.
You checked the log for the word 'error' and found nothing? ... Checked twice???
My guess is that it says 'Akinji does not match the ownership for turkey...', or something like that.
Last edited by Taiji; September 29, 2010 at 11:42 AM.
Is it possible to make several construction queue or build several buildings in the construction queue simultaneously?
Not without scripts.
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Re the O/P
Has anyone got that to work? -Religions – requires region_religion catholic 90
This Kingdoms-only line allows you to tie the requirement to a certain amount of religion. In the example, the building can only be built after 90% of the people in the region are Catholic.
yes I have see:
http://www.twcenter.net/forums/showt...65#post8749865
Last edited by Gorrrrrn; January 08, 2011 at 02:31 PM.
You have to make a hidden resource urgench, in the hidden resource line (one of the first few lines in the EDB). The hidden resource is case sensitive.
It seems (but it was about a year that I last edited the EDB) that everything else is correct.
Hi, thanks for the help. got it to work. Now all I need is how to give the Dismounted heavy Lancers, Halberds weapons instead
. Or a mongol looking halberd unit.
i have a question, can you help me??
i want to add another port tree just for a single city (eg. constantinople which is a capital...): it will be like this: port, shipwright, dockyard, naval_drydock, golden horn......also all the levels will be already constructed.......
the problem is that i want this tree to appear only in Constantinople instead of the regular port building tree...and not everywhere else... if for example i change the capital and move it to Rome i don't want that tree to appear there (so i cannot use the "capital" hidden resource...)
thanks!!!!!!!!!!!!!!!!!!
EDIT: should i make a hidden resource like the guy above did?? but i don't want the regular port tree to appear in Constantinople..
how do i make a building unbuildable, like i have built a "special" building in a certain city and i want no one to be able to build this building and all its sub buildings (level 1, level 2 and level 3) unbuildable. (i have personally been trying this and no matter what i do those factions still can build that building. maybe im not deleting them right?)
nvm i got it![]()
Last edited by Toho; April 09, 2011 at 10:11 PM.
Quick question. Can the building times for the Ai be made less than the player. Or if need be has it tobe allocated to a faction ie Player=England. Sooo
gunsmith city requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, } and event_counter gunpowder_discovered 1
}
material wooden
construction 3
cost 800
settlement_min city
upgrades
and then script as above but. factions { england, } and event_counter gunpowder_discovered 1
}
material wooden
construction 5
cost 800
settlement_min city
upgrades
this could be a loong script,please advise.
good people of this forum i need some clarification on one matter; faction capabilities for builidngs. now, this is example code:
this is the part i'm interested in: it is explained thet in this case it allows to build stone structures all over the map 20% cheaper. in all settlements, but what i wonder how the game sees that? there is no mention of the faction witch has this faction_capability, so do i have to add it and where? or the game automatically takes only players faction in account? thnxHTML Code:m_masons_guild city requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, } { capability { recruit_pool "Bill Militia" 1 0.5 4 0 requires factions { england, } recruit_pool "Heavy Pike Militia" 1 0.5 4 0 requires factions { scotland, } recruit_pool "Partisan Militia" 1 0.5 4 0 requires factions { france, } recruit_pool "Halberd Militia" 1 0.5 4 0 requires factions { hre, papal_states, sicily, poland, hungary, } recruit_pool "Swordstaff Militia" 1 0.5 4 0 requires factions { denmark, } recruit_pool "Swordsmen Militia" 1 0.5 4 0 requires factions { spain, portugal, } recruit_pool "Italian Spear Militia" 1 0.5 4 0 requires factions { milan, venice, } recruit_pool "EE Spear Militia" 1 0.5 4 0 requires factions { russia, } recruit_pool "Byzantine Infantry" 1 0.5 4 0 requires factions { byzantium, } recruit_pool "Urban Militia" 1 0.5 4 0 requires factions { moors, } recruit_pool "ME Halberd Militia" 1 0.5 4 0 requires factions { egypt, turks, timurids, } recruit_pool "ME Spear Militia" 1 0.5 4 0 requires factions { mongols, } construction_cost_bonus_stone bonus 30 happiness_bonus bonus 1 } faction_capability { construction_cost_bonus_stone bonus 20 } material stone construction 1 cost 2000 settlement_min large_city upgrades { gm_masons_guild } }![]()
ok, but does it applies only if player's faction has built that building or it applies for all the factions in campaign? for example: i want dwarves (scotland) to recieve special bonus income from mines. i thought of achieving that by faction_capability but if it applies to all factions there is no sense in doing that...
so can you maybe explain little more?
Faction capability means it applies to the faction that has build this building and it applies to the whole faction (all settlements).
There is a tut in the org that includes faction capabilities (at least I have read one quite while ago) in which this is explained in detail.
Found it!
Building Blocks - Faction_Capability
These are similar to capabilties except they are applied faction-wide rather than just in one settlement (regional). For example, inserting:
Code:faction_capability { construction_time_bonus_defensive bonus 50 requires factions { parthia, } }
after the Capabilty block of a building (and before the construction line) will, when such a building is built by Parthia, reduce building times of defensive structures (i.e. walls) by half in all Parthian settlements.
Hey, my game crashes upon looking at the building tab.
It all began when I tried to add in buildings which had strict construction limits to build and then a religion requirement to actually begin training units. It is from Uanime's Eras Total Conquest mod, 1230 Mongol Invasion, to be precise.
Here is an example, they all follow the same process-
building aztecs_city_enclave
{
levels aztecs_city_enclave aztecs_city_settlement
{
aztecs_city_enclave city requires factions { aztecs, } and building_present_min_level barracks town_guard and building_present_min_level smith blacksmith and building_present_min_level indochinese_barracks indochinese_town_guard and building_present_min_level market market and building_present_min_level city_hall royal_council_chambers
{
capability
{
happiness_bonus bonus -2
recruit_pool "Indochina Spearmen" 1 0.4 3 0 requires factions { aztecs, } and region_religion buddism 70
recruit_pool "Indochina Swordsmen" 1 0.4 3 0 requires factions { aztecs, } and region_religion buddism 70
recruit_pool "Indochina Archers" 1 0.4 3 0 requires factions { aztecs, } and region_religion buddism 70
recruit_pool "Indochina Heavy Swordsmen" 1 0.4 3 0 requires factions { aztecs, } and region_religion buddism 70
}
material wooden
construction 6
cost 9600
settlement_min large_town
upgrades
{
aztecs_city_settlement
}
}
aztecs_city_settlement city requires factions { aztecs, } and building_present_min_level barracks city_watch and building_present_min_level smith heavy_armourer and building_present_min_level indochinese_barracks indochinese_city_watch and building_present_min_level market fairground and building_present_min_level city_hall royal_city_hall
{
capability
{
happiness_bonus bonus -3
recruit_pool "Indochina Spearmen" 1 0.4 3 0 requires factions { aztecs, } and region_religion buddism 70
recruit_pool "Indochina Swordsmen" 1 0.4 3 0 requires factions { aztecs, } and region_religion buddism 70
recruit_pool "Indochina Archers" 1 0.4 3 0 requires factions { aztecs, } and region_religion buddism 70
recruit_pool "Indochina Heavy Swordsmen" 1 0.4 3 0 requires factions { aztecs, } and region_religion buddism 70
}
material wooden
construction 6
cost 16000
settlement_min city
upgrades
{
}
}
}
plugins
{
}
}
What am I doing wrong here? I read Monkwarriors' post in page 1 of the Crashes and How to Fix Them thread as to -why- they crashed but I'm afraid I didn't understand what he meant by 'close to levels' or 'in the building not being able to be built in short'...The heavy_armourer buildings require an event to happen and are not available from the start of the game, but there are several other buildings that don't cause a crash that also require it to be in place before construction. It doesn't seem to matter what I do-Whether I remove all units, or remove all construction requirements, or rename them-It just crashes whenever I look at the build tab. It also crashes when I end my turn.
I am dreadfully confused. Please help.
Yes, I have checked the system.log with trace script on, and all it has is 'encountered unspecified error' at the bottom.