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Thread: Adding/unlocking buildings to provinces?

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  1. #1

    Default Adding/unlocking buildings to provinces?

    Im currently playing as the danes, and discovered that it is impossible to build an admiralty in any of their provinces, which seems incredibly stupid since the navy was sort of their thing, and that this incapability makes it impossible to make anything better than a 6th rate.

    I dont want to conquer Sweden, or any other continental town, so the question is, does anyone know (/anyone capable of figuring out) how to make it possible to build certain buildings in certain provinces/cities - say... an admiralty in copenhagen?

    Help would be highly appreciated.

  2. #2

    Default Re: Adding/unlocking buildings to provinces?

    yeah i noticed same thing with United States in grand campaign, for some reason you cant build certain buildings even with tech unlocked... im not sure if its a bug or what. But it wouldnt let me build anything higher than a school.

  3. #3

    Default Re: Adding/unlocking buildings to provinces?

    same as alot of the unlocked factions.. im playing as knights of st john and have had to try and win naval battle just by sheer numbers (of 6th rate ships that is) its not working to well to say the least!

  4. #4

    Default Re: Adding/unlocking buildings to provinces?

    I think the file you need to mod is campaign_map_settlements in the db folder. If you open it in a hex editor and search for the city you will find two instances right next to each other. after the second is a number (04 in Copenhagen, 05 in London) change that to 05 and you should have 5 slots. Whether you need to specify what types of building can be built in some other file I don't know.

    edit: Unfortunately you have to set the type of building (government, culture, navy admin etc...) in the stratpos.esf. I could probably alter one building in to another but not stick a new one in.
    Last edited by Jams79; March 12, 2009 at 07:27 PM.

  5. #5

    Default Re: Adding/unlocking buildings to provinces?

    some unlocked factions can't even research any military technologies because they can't build barracks without conquering other nations

  6. #6

    Default Re: Adding/unlocking buildings to provinces?

    Now I haven't played the game into any major length, but don't the additional building slots come to be once the city reaches certain levels of citizens... more people = more space, right?

    Personally, I would have liked it if there were several buildings that could be built in the capitols but only a total max of 5 slots will ever open... so you have to pick and choice what you want.

  7. #7

    Default Re: Adding/unlocking buildings to provinces?

    Quote Originally Posted by Jams79
    I think the file you need to mod is campaign_map_settlements in the db folder. If you open it in a hex editor and search for the city you will find two instances right next to each other. after the second is a number (04 in Copenhagen, 05 in London) change that to 05 and you should have 5 slots. Whether you need to specify what types of building can be built in some other file I don't know.

    edit: Unfortunately you have to set the type of building (government, culture, navy admin etc...) in the stratpos.esf. I could probably alter one building in to another but not stick a new one in.
    Thanks, i'll look into it... but can you specify this/perhaps make some quotation? Im a novice when it comes to Hex-editing, and will most likely fail the attempt im about to venture into.

    Quote Originally Posted by Tilarium
    Now I haven't played the game into any major length, but don't the additional building slots come to be once the city reaches certain levels of citizens... more people = more space, right?
    Nope - atleast not in the case of Copenhagen, an admirality doesnt become available, ever. [Edit] And it is impossible to steal or buy technology one can not research one self

    however... im thinking, isnt the only fifth building available the admiralty (1. barracks, 2. Foundry, 3. Government, 4. Cons./observ., 5. Admiralty, '6.' Defences)? Can anyone edit the campaign_map_settlements, and tell about the results, it shouldnt take more than a couple of minutes? i've tried myself but for some unknown reason the unpacker wont let me repack.
    Last edited by JesusLizard; March 13, 2009 at 12:09 PM.

  8. #8

    Default Re: Adding/unlocking buildings to provinces?

    Not counting the defence building there's 5 building types. Would be neat if it was like I mentioned earlier. You're city only has 1 building slot so you have to decide.. government, barracks, foundry, admiralty, or the other one.

    On the other note though, did that work? I'm thinking I might make the change before starting my next game.

  9. #9

    Default Re: Adding/unlocking buildings to provinces?

    If you notice on the map, some capital cities, like Morocco, Denmark, etc., have only 4 building "parcels" displayed on the campaign map, while the major faction capitals have 5 building parcels, which allows them to build admiralties. So what a modder needs to do I think is use the code to replace the capitals with 4 parcels into 5 so that they can build admiralties.

  10. #10

    Default Re: Adding/unlocking buildings to provinces?

    I want to bring all the towns in to the game from the campaign start, i dont like them coming up like mushrooms.
    Theres enough excitement to see them grow and prosper from the start.

  11. #11

    Default Re: Adding/unlocking buildings to provinces?

    Nothing happens when modifying the number in campaign_map_settlements after Copenhagen from 4 to 5 (where London have the value '5')... nothing at all - it didnt even crash. So if that value indicates the number of available building slots it have to activated somehow. I've changed the level of admiralty in building_levels to see if that would force an admiralty in the 'open' slot, but again, it did nothing.

    I'll try some other stuff today, and post it if something interesting happens

  12. #12

    Default Re: Adding/unlocking buildings to provinces?

    Quote Originally Posted by JesusLizard View Post
    Nothing happens when modifying the number in campaign_map_settlements after Copenhagen from 4 to 5 (where London have the value '5')... nothing at all - it didnt even crash. So if that value indicates the number of available building slots it have to activated somehow. I've changed the level of admiralty in building_levels to see if that would force an admiralty in the 'open' slot, but again, it did nothing.

    I'll try some other stuff today, and post it if something interesting happens
    From what I can work out the number you changed is just the maximum building potential, you still have to modify what buildings fill those slots in the stratpos.esf which at the moment is impossible for us to mod.

  13. #13

    Default Re: Adding/unlocking buildings to provinces?

    Intresting, how does this minor nation AI develop navy technology? Or maybe the dont, I took denmark to early to see if they would.

    If thats the case, we need a MOD badly.

  14. #14

    Default Re: Adding/unlocking buildings to provinces?

    Im pretty sure now that the only way to get an admiralty or other 'missing' buildings, is to add them through startpos.esf, either as already build, or as an open slot. Im basing this on the fact, that the 'unbuild' admiralty in warsaw is the building 'navy-admin' in startpos. I dont think its possible to convert existing buildings to another, since the specific buildings is tied to building_chains_to_slots. When I gave the navy-admin the same value as the army-admin in that file (changing navy-admin settlement to 06 from 08), i lost the ability to construct defences, for some reason - that slot simply disappeared.

    I tried to copy the warsaw navy-admin to copenhagen, changing the names which are readable with the hex-editor - but in both attempts I succeeded only in corrupting the file. My guess is, that in order to succesfully add a building one have to be either lucky, cutting pasting the right place, or wait for the promised modding tools to be released - if they'll ever be... then again, somebody better at this modding thing than me could perhaps figure it out.

    Edit: in short: what you said Jams79
    Last edited by JesusLizard; March 15, 2009 at 11:31 AM.

  15. #15

    Default Re: Adding/unlocking buildings to provinces?

    Matte979>

    Im thinking, that they dont develop a good navy, all of the technology and buildings (except of course, the 'missing' construction-line) is available to the minor factions, but they need to conquer a settlement with the building they are missing, before they are capable of using/unlocking them. I could be wrong since i havnt been paying attention while playing, but as far as I can tell technology/research rules are the same for the AI as for the player.

  16. #16

    Default Re: Adding/unlocking buildings to provinces?

    Yeah, the only way is to edit the db files, and then edit the stratpos or savegame. Simply copying a navy-admin section is fine, however, i came across a problem...There are some numbers, specific to every region, that i can't seem to be able to figure out...On top of the things they are specific to every building...
    Freedom or Death!!!





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