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Thread: A Guide to Export_Descr_Buildings.txt

  1. #121
    SpyrosM91's Avatar Despotes
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    Default Re: A Guide to Export_Descr_Buildings.txt

    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....
    Last edited by SpyrosM91; May 09, 2011 at 10:09 AM.
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  2. #122
    SpyrosM91's Avatar Despotes
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    Default Re: A Guide to Export_Descr_Buildings.txt

    this is from the campaign script:

    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
    but as i said, the script works just fine....


    here's a pic from the game: before the event is enalbed and after the event is enabled

    Spoiler Alert, click show to read: 


    because i use an italian mod: the small desc says that the building is already built


    btw, why that little icon next to the buildings' name (with the pen and the bricks) doesn't appear in my case??
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  3. #123
    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 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
    Last edited by Gigantus; May 13, 2011 at 07:44 AM.










  4. #124
    SpyrosM91's Avatar Despotes
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    Default Re: A Guide to Export_Descr_Buildings.txt

    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
    Last edited by SpyrosM91; May 14, 2011 at 12:36 PM.
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  5. #125
    irishron's Avatar Cura Palatii
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    Default Re: A Guide to Export_Descr_Buildings.txt

    You will have to unpack to get to them and they will be in the data\ui folder when you get there.

  6. #126
    SpyrosM91's Avatar Despotes
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    Default Re: A Guide to Export_Descr_Buildings.txt

    with which program??? thanks!
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  7. #127
    irishron's Avatar Cura Palatii
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    Default Re: A Guide to Export_Descr_Buildings.txt


  8. #128

    Default Re: A Guide to Export_Descr_Buildings.txt

    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

  9. #129
    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

    Haven't heard of any, but logic would say that more than 20 would be ridiculous.










  10. #130

    Default Re: A Guide to Export_Descr_Buildings.txt

    Quote Originally Posted by Gigantus View Post
    Haven't heard of any, but logic would say that more than 20 would be ridiculous.
    im just going to bump them up 1 point each for now, i guess its some sort of a multiplier liike merchants have

  11. #131
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    Default Re: A Guide to Export_Descr_Buildings.txt

    After CTD in log file I have one of errors
    12:07:53.885 [script.err] [error] Script Error in mods/Holy_land/data/export_descr_buildings.txt, at line 1391, column 95
    Unexpected
    Opened with MS Visual Studio a file "export_descr_buildings" and found necessary line and column there was a code
    Spoiler Alert, click show to read: 
    building professional_military
    {
    levels military_academy officers_academy
    {
    military_academy city requires factions { france , england, spain, portugal, } and barracks militia_drill_square
    {
    capability
    {
    recruit_pool "Demi Lancers" 1 0.5 4 0 requires factions { england, }
    recruit_pool "French Mounted Archers" 1 0.5 4 0 requires factions { france, }
    recruit_pool "Tercio Pikemen" 1 0.5 4 0 requires factions { spain, }
    }
    material wooden
    construction 8
    cost 9600
    settlement_min huge_city
    upgrades
    {
    officers_academy
    }
    }
    officers_academy city requires factions { france , england, spain, portugal, }
    {
    capability
    {
    recruit_pool "Gendarmes" 1 0.7 6 0 requires factions { france, spain, }
    recruit_pool "Demi Lancers" 1 0.7 6 1 requires factions { england, }
    recruit_pool "French Mounted Archers" 1 0.7 6 0 requires factions { france, }
    recruit_pool "Tercio Pikemen" 1 0.7 6 0 requires factions { spain, }
    }
    material wooden
    construction 12
    cost 19200
    settlement_min huge_city
    upgrades
    {
    }
    }
    }
    plugins
    {
    }
    }


    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.

  12. #132
    irishron's Avatar Cura Palatii
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    Default Re: A Guide to Export_Descr_Buildings.txt

    Quote Originally Posted by good4eL View Post
    After CTD in log file I have one of errors Opened with MS Visual Studio a file "export_descr_buildings" and found necessary line and column there was a code
    Spoiler Alert, click show to read: 
    building professional_military
    {
    levels military_academy officers_academy
    {
    military_academy city requires factions { france , england, spain, portugal, } and barracks militia_drill_square
    {
    capability
    {
    recruit_pool "Demi Lancers" 1 0.5 4 0 requires factions { england, }
    recruit_pool "French Mounted Archers" 1 0.5 4 0 requires factions { france, }
    recruit_pool "Tercio Pikemen" 1 0.5 4 0 requires factions { spain, }
    }
    material wooden
    construction 8
    cost 9600
    settlement_min huge_city
    upgrades
    {
    officers_academy
    }
    }
    officers_academy city requires factions { france , england, spain, portugal, }
    {
    capability
    {
    recruit_pool "Gendarmes" 1 0.7 6 0 requires factions { france, spain, }
    recruit_pool "Demi Lancers" 1 0.7 6 1 requires factions { england, }
    recruit_pool "French Mounted Archers" 1 0.7 6 0 requires factions { france, }
    recruit_pool "Tercio Pikemen" 1 0.7 6 0 requires factions { spain, }
    }
    material wooden
    construction 12
    cost 19200
    settlement_min huge_city
    upgrades
    {
    }
    }
    }
    plugins
    {
    }
    }


    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?
    Use Notepad++. The engine is very picky about text formatting. If VS is like Wordpad, it can leave extra characters the can't read and will ctd.

  13. #133
    Opifex
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    Default Re: A Guide to Export_Descr_Buildings.txt

    Indeed use notepad++ for all your modding needs.


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    and may posterity forget that ye were
    our countrymen."
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  14. #134
    SpyrosM91's Avatar Despotes
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    Default Re: A Guide to Export_Descr_Buildings.txt

    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 
        {
        }
    }
    Last edited by SpyrosM91; June 23, 2011 at 05:56 PM.
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  15. #135
    Squid's Avatar Opifex
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    Default Re: A Guide to Export_Descr_Buildings.txt

    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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  16. #136

    Default Re: A Guide to Export_Descr_Buildings.txt

    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.

  17. #137
    Moon's Avatar Centenarius
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    Default Re: A Guide to Export_Descr_Buildings.txt

    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, }

  18. #138
    SpyrosM91's Avatar Despotes
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    Default Re: A Guide to Export_Descr_Buildings.txt

    but why???

    all the other "vanilla" building_trees that appear both in cities and in castles, keep that word "... city requires factions {...." for their city parts....
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  19. #139
    irishron's Avatar Cura Palatii
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    Default Re: A Guide to Export_Descr_Buildings.txt

    BUT they have castle for the castle ones.

  20. #140
    SpyrosM91's Avatar Despotes
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    Default Re: A Guide to Export_Descr_Buildings.txt

    but wait...here it's the same with vanilla...:

    Code:
    building siege
    {
        convert_to castle_siege
        levels ballista_range catapult_range siege_works 
        {
            ballista_range city requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, } 
            {
    
    building castle_siege
    {
        convert_to siege
        levels c_ballista_range c_catapult_range c_siege_works 
        {
            c_ballista_range castle requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, } 
            {
    
    
    -----------------------------------------------------------------------------------------------
    
    
    
    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, } 
                    {
    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, } 
                    {
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