1. your building name is the same as the first as the first level name - you need to have different names
2. did you enter all necessary lines in the export_buildings file? (three lines for each level and culture, one line for the name)
that's a new building i made:
but i have two problems:Code:building ministries { levels ministry { ministry city requires factions { byzantium, } and event_counter sekreta 1 ;and hidden_resource norditalia { capability { happiness_bonus bonus 3 law_bonus bonus 3 } construction 6 cost 2200 settlement_min city upgrades { } } } plugins { } }
1) if i have the hidden_resource "enabled", when the event counter turns 1 then nothing appears on my game screen....
2) if i haven't the hidden_resource "enabled", when the event counter turns 1 then the building appears on my tech tree but it says that it is already built, and thus it dosen't appear in my construction queue....
can anyone give me a hint why these two things are happing??? thanks!!![]()
Show me the counter script that you have for this in the campaign_script.txt and hidden resources are settlement dependent, have you added this hidden resource in descr_regions.txt file in the base folder? If so then have you deleted the map.rwm file? It necessary to save the changes you made.![]()
i'm in uni rigth now and i cannot post the other stuff....
BUT
the counter event works just fine...it also pops up an information text, as planned....
the hidden_resource i've used exists already in the game (by the mod's developing team...); i just use this temporarily because there are already 64 resouces...
and yes i have deleted the map.rwn.....
when i go home i will upload also the other files....
this is from the campaign script:
but as i said, the script works just fine....Code:monitor_event FactionTurnStart FactionType byzantium and I_NumberOfSettlements byzantium = 17 set_event_counter sekreta 1 end_monitor monitor_event FactionTurnStart FactionIsLocal and I_EventCounter sekreta = 1 historic_event sekreta factions { byzantium, } terminate_monitor end_monitor
here's a pic from the game: before the event is enalbed and after the event is enabled
Spoiler Alert, click show to read:
btw, why that little icon next to the buildings' name (with the pen and the bricks) doesn't appear in my case??
You might have a bit of a problem there as the event counter and the historic event have the same name. I would suggest to rename the counter, it's easier.
Regarding the EDU entry: try the hidden_resource entry before the event_counter
actully, all i did was to move the building in the EDB.txt a few lines up, and the problem was solved....
PS: where i can find the vanilla building pics??? because the modifications don't make new ones (in the ui folders), but instead they let them to be drawn from the vanilla folder....which isn't unpacked
You will have to unpack to get to them and they will be in the data\ui folder when you get there.
http://www.twcenter.net/forums/showthread.php?t=449513 assuming Vista or 7.
are there any upper limits to these lines?
trade_base_income_bonus bonus 6
trade_level_bonus bonus 1
mine_resource 7
thanks in advance
After CTD in log file I have one of errorsOpened with MS Visual Studio a file "export_descr_buildings" and found necessary line and column there was a code12:07:53.885 [script.err] [error] Script Error in mods/Holy_land/data/export_descr_buildings.txt, at line 1391, column 95
UnexpectedSpoiler Alert, click show to read:
An error indicates on "barracks militia_drill_square".
What it means? What can I do to solve it?
Is this so necessary to solve it or maybe leave it?
Last edited by good4eL; June 09, 2011 at 09:19 PM.
Indeed use notepad++ for all your modding needs.
is this possible??:
Code:building blah { levels lvl1 lvl2 lvl3 { lvl1 city requires factions { faction1, faction2} { capability { } material wooden construction 3 cost 1600 settlement_min large_city upgrades { lvl2 lvl3 } } lvl2 city requires factions { faction1 } { capability { } material wooden construction 5 cost 3200 settlement_min huge_city upgrades { lvl3 } } lvl3 city requires factions {faction2 } { capability { } material wooden construction 6 cost 6400 settlement_min huge_city upgrades { } } } plugins { } }
Yes, except if you want faction1 to build lvl3 it will also need to in the requires faction bit for lvl3, either that or remove it as an upgrade for lvl2.
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Hi
I'm trying to allow for the buildings; Corn exchange and Market to be build in castles.
So far i have made a copy of all the corresponding files in the data\UI folder renaming them with a c_ in front of their name (I did search all subfolders). I have added the following to the EDB (shown in red):
building market
{
convert_to castle_market
levels corn_exchange market fairground great_market merchants_quarter
{
corn_exchange city requires factions { turks, byzantium, poland, england, france, moors, denmark, russia, milan, sicily, venice, portugal, egypt, spain, scotland, hungary, aztecs, slave, mongols, }
{
convert_to 0
capability
{
trade_base_income_bonus bonus 1
}
material wooden
construction 3
cost 800
settlement_min town
upgrades
{
market
}
}
market city requires factions { turks, byzantium, poland, england, france, moors, denmark, russia, milan, sicily, venice, portugal, egypt, spain, scotland, hungary, aztecs, slave, mongols, }
{
convert_to 1
capability
{
agent merchant 0 requires factions { france, }
agent merchant 0 requires factions { eastern_european, }
agent merchant 0 requires factions { turks, moors, denmark, russia, milan, venice, egypt, spain, hungary, slave, }
agent merchant 0 requires factions { greek, }
agent merchant 0 requires factions { mesoamerican, african, }
trade_base_income_bonus bonus 2
agent_limit merchant 1
}
material wooden
construction 4
cost 1600
settlement_min large_town
upgrades
{
fairground
}
}
fairground city requires factions { turks, byzantium, poland, england, france, moors, denmark, russia, milan, sicily, venice, portugal, egypt, spain, scotland, hungary, aztecs, slave, mongols, }
{
convert_to 1
capability
{
agent merchant 0 requires factions { france, }
agent merchant 0 requires factions { eastern_european, }
agent merchant 0 requires factions { turks, moors, denmark, russia, milan, venice, egypt, spain, hungary, slave, }
agent merchant 0 requires factions { greek, }
agent merchant 0 requires factions { mesoamerican, african, }
trade_base_income_bonus bonus 3
agent_limit merchant 1
}
material wooden
construction 4
cost 2400
settlement_min city
upgrades
{
great_market
}
}
great_market city requires factions { turks, byzantium, poland, england, france, moors, denmark, russia, milan, sicily, venice, portugal, egypt, spain, scotland, hungary, aztecs, slave, mongols, }
{
convert_to 1
capability
{
agent merchant 0 requires factions { france, }
agent merchant 0 requires factions { eastern_european, }
agent merchant 0 requires factions { turks, moors, denmark, russia, milan, venice, egypt, spain, hungary, slave, }
agent merchant 0 requires factions { greek, }
agent merchant 0 requires factions { mesoamerican, african, }
trade_base_income_bonus bonus 4
agent_limit merchant 1
}
material wooden
construction 4
cost 3200
settlement_min large_city
upgrades
{
merchants_quarter
}
}
merchants_quarter city requires factions { turks, byzantium, poland, england, france, moors, denmark, russia, milan, sicily, venice, portugal, egypt, spain, scotland, hungary, aztecs, slave, mongols, }
{
convert_to 1
capability
{
agent merchant 0 requires factions { france, }
agent merchant 0 requires factions { eastern_european, }
agent merchant 0 requires factions { turks, moors, denmark, russia, milan, venice, egypt, spain, hungary, slave, }
agent merchant 0 requires factions { greek, }
agent merchant 0 requires factions { mesoamerican, african, }
trade_base_income_bonus bonus 5
agent_limit merchant 1
}
material wooden
construction 4
cost 4000
settlement_min huge_city
upgrades
{
}
}
}
plugins
{
}
}
building castle_market
{
convert_to market
levels c_corn_exchange c_market
{
c_corn_exchange castle requires factions { turks, byzantium, poland, england, france, moors, denmark, russia, milan, sicily, venice, portugal, egypt, spain, scotland, hungary, aztecs, slave, mongols, }
{
convert_to 0
capability
{
trade_base_income_bonus bonus 1
}
material wooden
construction 3
cost 800
settlement_min town
upgrades
{
c_market
}
}
c_market castle requires factions { turks, byzantium, poland, england, france, moors, denmark, russia, milan, sicily, venice, portugal, egypt, spain, scotland, hungary, aztecs, slave, mongols, }
{
convert_to 1
capability
{
trade_base_income_bonus bonus 2
}
material wooden
construction 4
cost 1600
settlement_min large_town
upgrades
{
}
}
}
plugins
{
}
}
Now the game crashes at start up, so obviously something is wrong. Since I'm not an experienced modder I can't figure out what exactly, so I'm hoping for a little help? thx.
Remove this red part from every level of the market building. That should be everything you need to do.
}
building market
{
levels corn_exchange market fairground great_market merchants_quarter
{
corn_exchange city requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, }