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  1. #1

    Default *currently help needed* Adding a new level of City or Castle

    G'day.

    I've been away from the editing of M2TW for a while, and I apologize if this has been covered before.


    I was just wondering, am I able to code in another level of city, say from Huge to Massive, and from a Citadel to Star Fortress (which is already partially imbedded in some of the code throughout the text files)

    This is important, as it will allow me to do place special cities and castles for each faction. - relating to the TATW mod.
    Last edited by Renown; May 22, 2009 at 03:12 PM.
    Son of the Ancient Archaon, House of Siblesz

  2. #2
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Adding a new level of City or Castle

    Should be possible, just don't forget the entries in the settlement_mechanics XML file. You will need all those models as well (as you said - TATW special).










  3. #3

    Default Re: Adding a new level of City or Castle

    brilliant. Its much easier making 9 new buildings, and adding in two upgrades in terms of cities/castles then adding in 9 completely new factions for what im trying to do.
    Son of the Ancient Archaon, House of Siblesz

  4. #4
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Adding a new level of City or Castle

    One is glad to be of service

    PS: Don't forget the hardcoded limits:

    Building Trees 128
    Buildings in Tree 9










  5. #5

    Default Re: Adding a new level of City or Castle

    ah yes thanks
    Son of the Ancient Archaon, House of Siblesz

  6. #6

    Default Re: Adding a new level of City or Castle

    14:46:41.829 [script.err] [error] Script Error in mods/Third_Age/data/descr_cultures.txt, at line 65, column 1
    Expected a settlement level, found massive_city
    14:46:43.180 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.


    is this delightful error i'm receiving when launching my game.

    I've added massive_city references to all the files I can think of.

    my building descr looks like this ..
    Spoiler Alert, click show to read: 
    building core_building
    {
    convert_to core_castle_building
    levels wooden_pallisade wooden_wall stone_wall large_stone_wall huge_stone_wall massive_stone_wall
    {
    wooden_pallisade city requires factions { gondor, northern_european, mesoamerican, middle_eastern, eastern_european, greek, southern_european, }
    {
    convert_to 1
    capability
    {
    wall_level 0
    tower_level 1
    free_upkeep bonus 2
    happiness_bonus bonus 2
    recruitment_slots 1
    }
    material wooden
    construction 2
    cost 600
    settlement_min village
    upgrades
    {
    wooden_wall
    }
    }
    wooden_wall city requires factions { gondor, northern_european, mesoamerican, middle_eastern, eastern_european, greek, southern_european, }
    {
    convert_to 2
    capability
    {
    wall_level 1
    gate_strength 1
    tower_level 1
    free_upkeep bonus 3
    happiness_bonus bonus 3
    recruitment_slots 2
    }
    material wooden
    construction 3
    cost 1200
    settlement_min town
    upgrades
    {
    stone_wall
    }
    }
    stone_wall city requires factions { gondor, northern_european, mesoamerican, middle_eastern, eastern_european, greek, southern_european, }
    {
    capability
    {
    wall_level 2
    tower_level 1
    gate_strength 1
    gate_defences 2
    free_upkeep bonus 4
    happiness_bonus bonus 4
    recruitment_slots 2
    }
    material stone
    construction 4
    cost 2400
    settlement_min large_town
    upgrades
    {
    large_stone_wall
    }
    }
    large_stone_wall city requires factions { gondor, northern_european, mesoamerican, middle_eastern, eastern_european, greek, southern_european, }
    {
    capability
    {
    wall_level 3
    tower_level 1
    gate_strength 2
    gate_defences 2
    free_upkeep bonus 5
    happiness_bonus bonus 5
    recruitment_slots 3
    }
    material stone
    construction 5
    cost 4800
    settlement_min city
    upgrades
    {
    huge_stone_wall
    }
    }
    huge_stone_wall city requires factions { gondor, northern_european, mesoamerican, middle_eastern, eastern_european, greek, southern_european, }
    {
    capability
    {
    wall_level 4
    tower_level 1
    gate_strength 2
    gate_defences 2
    free_upkeep bonus 5
    happiness_bonus bonus 5
    recruitment_slots 3
    }
    material stone
    construction 6
    cost 9600
    settlement_min large_city
    upgrades
    {
    massive_stone_wall
    }
    }
    massive_stone_wall city requires factions { gondor, northern_european, mesoamerican, middle_eastern, eastern_european, greek, southern_european, }
    {
    capability
    {
    wall_level 4
    tower_level 1
    gate_strength 2
    gate_defences 2
    free_upkeep bonus 5
    happiness_bonus bonus 5
    recruitment_slots 3
    }
    material stone
    construction 10
    cost 20000
    settlement_min huge_city
    upgrades
    {
    }




    my culture is this

    Spoiler Alert, click show to read: 
    symbol data/models_strat/residences/symbol.CAS
    siege data/models_strat/residences/siege_icon.CAS

    blockade data/models_strat/residences/blockade_icon.CAS

    culture southern_european
    portrait_mapping southern_european
    rebel_standard_index 0
    {
    village
    {
    normal data/models_strat/residences/southern_european_village.CAS, settlement_eastern_level_1
    card data/ui/southern_european/cities/graeco-roman_village.tga
    }
    moot_and_bailey
    {
    normal data/models_strat/residences/southern_european_wooden_castle.CAS, settlement_eastern_level_1
    card data/ui/southern_european/cities/graeco-roman_village.tga
    }
    town
    {
    normal data/models_strat/residences/southern_european_town.CAS, settlement_eastern_level_2
    card data/ui/southern_european/cities/graeco-roman_town.tga
    }
    wooden_castle
    {
    normal data/models_strat/residences/southern_european_stone_keep.CAS, settlement_eastern_level_2
    card data/ui/southern_european/cities/graeco-roman_town.tga
    }
    large_town
    {
    normal data/models_strat/residences/southern_european_large_town.CAS, settlement_eastern_level_3
    card data/ui/southern_european/cities/graeco-roman_large_town.tga
    }
    castle
    {
    normal data/models_strat/residences/southern_european_castle.CAS, settlement_eastern_level_3
    card data/ui/southern_european/cities/graeco-roman_large_town.tga
    }
    city
    {
    normal data/models_strat/residences/southern_european_city.CAS, settlement_eastern_level_4
    card data/ui/southern_european/cities/graeco-roman_city.tga
    }
    fortress
    {
    normal data/models_strat/residences/southern_european_large_castle.CAS, settlement_eastern_level_4
    card data/ui/southern_european/cities/graeco-roman_city.tga
    }
    large_city
    {
    normal data/models_strat/residences/southern_european_large_city.CAS, settlement_eastern_level_5
    card data/ui/southern_european/cities/graeco-roman_large_city.tga
    }
    citadel
    {
    normal data/models_strat/residences/southern_european_fortress.CAS, settlement_eastern_level_5
    card data/ui/southern_european/cities/graeco-roman_large_city.tga
    }
    huge_city
    {
    normal data/models_strat/residences/southern_european_huge_city.CAS, settlement_eastern_level_6
    card data/ui/southern_european/cities/graeco-roman_huge_city.tga
    }
    massive_city
    {
    normal data/models_strat/residences/southern_european_huge_city.CAS, settlement_eastern_level_6
    card data/ui/southern_european/cities/graeco-roman_huge_city.tga
    }
    }
    fort data/models_strat/residences/SE_fort_buildings.CAS, fort_roman
    fort_cost 500
    fort_wall data/models_strat/residences/SE_fort_walls.CAS
    fishing_village data/models_strat/residences/SE_port_villiage.CAS, port_roman_level_1
    port_land data/models_strat/residences/SE_port_02_wall.CAS, port_roman_level_2
    port_sea data/models_strat/residences/SE_port_02_buildings.CAS,
    port_land data/models_strat/residences/SE_port_03_wall.CAS, port_roman_level_3
    port_sea data/models_strat/residences/SE_port_03_buildings.CAS,
    port_land data/models_strat/residences/SE_port_04_wall.CAS, port_roman_level_4
    port_sea data/models_strat/residences/SE_port_04_buildings.CAS,
    watchtower data/models_strat/residences/SE_watchtower.CAS, watchtower_roman
    watchtower_cost 200
    spy spy.tga spy_info.tga spy.tga 350 1 1
    assassin assassin.tga assassin_info.tga assassin.tga 500 1 1
    diplomat diplomat.tga diplomat_info.tga diplomat.tga 250 1 1
    admiral admiral.tga admiral_info.tga admiral.tga 100 1 1
    merchant merchant.tga merchant_info.tga merchant.tga 550 1 1
    priest priest.tga priest_info.tga priest.tga 200 1 1
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

    culture northern_european
    portrait_mapping northern_european
    rebel_standard_index 1
    {
    village
    {
    normal data/models_strat/residences/northern_european_village.CAS, settlement_eastern_level_1
    card data/ui/southern_european/cities/graeco-roman_village.tga
    }
    moot_and_bailey
    {
    normal data/models_strat/residences/northern_european_wooden_castle.CAS, settlement_eastern_level_1
    card data/ui/southern_european/cities/graeco-roman_village.tga
    }
    town
    {
    normal data/models_strat/residences/northern_european_town.CAS, settlement_eastern_level_2
    card data/ui/southern_european/cities/graeco-roman_town.tga
    }
    wooden_castle
    {
    normal data/models_strat/residences/northern_european_stone_keep.CAS, settlement_eastern_level_2
    card data/ui/southern_european/cities/graeco-roman_town.tga
    }
    large_town
    {
    normal data/models_strat/residences/northern_european_large_town.CAS, settlement_eastern_level_3
    card data/ui/southern_european/cities/graeco-roman_large_town.tga
    }
    castle
    {
    normal data/models_strat/residences/northern_european_castle.CAS, settlement_eastern_level_3
    card data/ui/southern_european/cities/graeco-roman_large_town.tga
    }
    city
    {
    normal data/models_strat/residences/northern_european_city.CAS, settlement_eastern_level_4
    card data/ui/southern_european/cities/graeco-roman_city.tga
    }
    fortress
    {
    normal data/models_strat/residences/northern_european_large_castle.CAS, settlement_eastern_level_4
    card data/ui/southern_european/cities/graeco-roman_city.tga
    }
    large_city
    {
    normal data/models_strat/residences/northern_european_large_city.CAS, settlement_eastern_level_5
    card data/ui/southern_european/cities/graeco-roman_large_city.tga
    }
    citadel
    {
    normal data/models_strat/residences/northern_european_fortress.CAS, settlement_eastern_level_5
    card data/ui/southern_european/cities/graeco-roman_large_city.tga
    }
    huge_city
    {
    normal data/models_strat/residences/northern_european_huge_city.CAS, settlement_eastern_level_6
    card data/ui/southern_european/cities/graeco-roman_huge_city.tga
    }
    massive_city
    {
    normal data/models_strat/residences/northern_european_huge_city.CAS, settlement_eastern_level_6
    card data/ui/southern_european/cities/graeco-roman_huge_city.tga
    }
    }
    fort data/models_strat/residences/NE_fort_buildings.CAS, fort_barbarian
    fort_cost 500
    fort_wall data/models_strat/residences/NE_fort_walls.CAS
    fishing_village data/models_strat/residences/NE_port_villiage.CAS, port_barbarian_level_1
    port_land data/models_strat/residences/NE_port_02_buildings.CAS, port_barbarian_level_2
    port_sea data/models_strat/residences/NE_port_02_wall.CAS
    port_land data/models_strat/residences/NE_port_03_buildings.CAS, port_barbarian_level_3
    port_sea data/models_strat/residences/NE_port_03_wall.CAS
    port_land data/models_strat/residences/NE_port_04_buildings.CAS, port_barbarian_level_4
    port_sea data/models_strat/residences/NE_port_04_wall.CAS
    watchtower data/models_strat/residences/NE_watchtower.CAS, watchtower_barbarian
    watchtower_cost 200
    spy spy.tga spy_info.tga spy.tga 350 1 1
    assassin assassin.tga assassin_info.tga assassin.tga 500 1 1
    diplomat diplomat.tga diplomat_info.tga diplomat.tga 250 1 1
    admiral admiral.tga admiral_info.tga admiral.tga 100 1 1
    merchant merchant.tga merchant_info.tga merchant.tga 550 1 1
    priest priest.tga priest_info.tga priest.tga 200 1 1
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

    culture mesoamerican
    portrait_mapping mesoamerican
    rebel_standard_index 2
    {
    village
    {
    normal data/models_strat/residences/aztec_villiage.CAS, settlement_roman_level_1
    card data/ui/middle_eastern/cities/middle_eastern-egyptian_village.tga
    }
    town
    {
    normal data/models_strat/residences/aztec_city.CAS, settlement_roman_level_2
    card data/ui/middle_eastern/cities/middle_eastern-egyptian_town.tga
    }
    large_town
    {
    normal data/models_strat/residences/aztec_city.CAS, settlement_roman_level_3
    card data/ui/middle_eastern/cities/middle_eastern-egyptian_large_town.tga
    }
    city
    {
    normal data/models_strat/residences/aztec_city.CAS, settlement_roman_level_4
    card data/ui/middle_eastern/cities/middle_eastern-egyptian_city.tga
    }
    large_city
    {
    normal data/models_strat/residences/aztec_city.CAS, settlement_roman_level_5
    card data/ui/middle_eastern/cities/middle_eastern-egyptian_large_city.tga
    }
    huge_city
    {
    normal data/models_strat/residences/aztec_city.CAS, settlement_roman_level_6
    card data/ui/middle_eastern/cities/middle_eastern-egyptian_huge_city.tga
    }
    massive_city
    {
    normal data/models_strat/residences/aztec_city.CAS, settlement_roman_level_6
    card data/ui/middle_eastern/cities/middle_eastern-egyptian_huge_city.tga
    }
    }
    fort data/models_strat/residences/aztec_fort.CAS, fort_eastern
    fort_cost 500
    fort_wall data/models_strat/residences/aztec_fort_walls.CAS
    fishing_village data/models_strat/residences/eastern_fishing_village.CAS, port_eastern_level_1
    port_land data/models_strat/residences/eastern_port_01_land.CAS, port_eastern_level_2
    port_sea data/models_strat/residences/eastern_port_01_sea.CAS
    port_land data/models_strat/residences/eastern_port_02_land.CAS, port_eastern_level_3
    port_sea data/models_strat/residences/eastern_port_02_sea.CAS
    port_land data/models_strat/residences/eastern_port_03_land.CAS, port_eastern_level_4
    port_sea data/models_strat/residences/eastern_port_03_sea.CAS
    watchtower data/models_strat/residences/SE_watchtower.CAS, watchtower_eastern
    watchtower_cost 200
    spy spy.tga spy_info.tga spy.tga 350 1 1
    assassin assassin.tga assassin_info.tga assassin.tga 500 1 1
    diplomat diplomat.tga diplomat_info.tga diplomat.tga 250 1 1
    admiral admiral.tga admiral_info.tga admiral.tga 100 1 1
    merchant merchant.tga merchant_info.tga merchant.tga 550 1 1
    priest priest.tga priest_info.tga priest.tga 200 1 1
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

    culture greek
    portrait_mapping greek
    rebel_standard_index 3
    {
    village
    {
    normal data/models_strat/residences/elven_village.CAS, settlement_eastern_level_1
    card data/ui/southern_european/cities/graeco-roman_village.tga
    }
    moot_and_bailey
    {
    normal data/models_strat/residences/elven_wooden_castle.CAS, settlement_eastern_level_1
    card data/ui/southern_european/cities/graeco-roman_village.tga
    }
    town
    {
    normal data/models_strat/residences/elven_town.CAS, settlement_eastern_level_2
    card data/ui/southern_european/cities/graeco-roman_town.tga
    }
    wooden_castle
    {
    normal data/models_strat/residences/elven_stone_keep.CAS, settlement_eastern_level_2
    card data/ui/southern_european/cities/graeco-roman_town.tga
    }
    large_town
    {
    normal data/models_strat/residences/elven_large_town.CAS, settlement_eastern_level_3
    card data/ui/southern_european/cities/graeco-roman_large_town.tga
    }
    castle
    {
    normal data/models_strat/residences/elven_castle.CAS, settlement_eastern_level_3
    card data/ui/southern_european/cities/graeco-roman_large_town.tga
    }
    city
    {
    normal data/models_strat/residences/elven_city.CAS, settlement_eastern_level_4
    card data/ui/southern_european/cities/graeco-roman_city.tga
    }
    fortress
    {
    normal data/models_strat/residences/elven_large_castle.CAS, settlement_eastern_level_4
    card data/ui/southern_european/cities/graeco-roman_city.tga
    }
    large_city
    {
    normal data/models_strat/residences/elven_large_city.CAS, settlement_eastern_level_5
    card data/ui/southern_european/cities/graeco-roman_large_city.tga
    }
    citadel
    {
    normal data/models_strat/residences/elven_fortress.CAS, settlement_eastern_level_5
    card data/ui/southern_european/cities/graeco-roman_large_city.tga
    }
    huge_city
    {
    normal data/models_strat/residences/elven_huge_city.CAS, settlement_eastern_level_6
    card data/ui/southern_european/cities/graeco-roman_huge_city.tga
    }
    massive_city
    {
    normal data/models_strat/residences/elven_huge_city.CAS, settlement_eastern_level_6
    card data/ui/southern_european/cities/graeco-roman_huge_city.tga
    }
    }
    fort data/models_strat/residences/SE_fort_buildings.CAS, fort_roman
    fort_cost 500
    fort_wall data/models_strat/residences/SE_fort_walls.CAS
    fishing_village data/models_strat/residences/SE_port_villiage.CAS, port_roman_level_1
    port_land data/models_strat/residences/SE_port_02_wall.CAS, port_roman_level_2
    port_sea data/models_strat/residences/SE_port_02_buildings.CAS,
    port_land data/models_strat/residences/SE_port_03_wall.CAS, port_roman_level_3
    port_sea data/models_strat/residences/SE_port_03_buildings.CAS,
    port_land data/models_strat/residences/SE_port_04_wall.CAS, port_roman_level_4
    port_sea data/models_strat/residences/SE_port_04_buildings.CAS,
    watchtower data/models_strat/residences/SE_watchtower.CAS, watchtower_roman
    watchtower_cost 200
    spy spy.tga spy_info.tga spy.tga 350 1 1
    assassin assassin.tga assassin_info.tga assassin.tga 500 1 1
    diplomat diplomat.tga diplomat_info.tga diplomat.tga 250 1 1
    admiral admiral.tga admiral_info.tga admiral.tga 100 1 1
    merchant merchant.tga merchant_info.tga merchant.tga 550 1 1
    priest priest.tga priest_info.tga priest.tga 200 1 1
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

    culture eastern_european
    portrait_mapping eastern_european
    rebel_standard_index 4
    {
    village
    {
    normal data/models_strat/residences/eastern_european_village.CAS, settlement_eastern_level_1
    card data/ui/southern_european/cities/graeco-roman_village.tga
    }
    moot_and_bailey
    {
    normal data/models_strat/residences/eastern_european_wooden_castle.CAS, settlement_eastern_level_1
    card data/ui/southern_european/cities/graeco-roman_village.tga
    }
    town
    {
    normal data/models_strat/residences/eastern_european_town.CAS, settlement_eastern_level_2
    card data/ui/southern_european/cities/graeco-roman_town.tga
    }
    wooden_castle
    {
    normal data/models_strat/residences/eastern_european_stone_keep.CAS, settlement_eastern_level_2
    card data/ui/southern_european/cities/graeco-roman_town.tga
    }
    large_town
    {
    normal data/models_strat/residences/eastern_european_large_town.CAS, settlement_eastern_level_3
    card data/ui/southern_european/cities/graeco-roman_large_town.tga
    }
    castle
    {
    normal data/models_strat/residences/eastern_european_castle.CAS, settlement_eastern_level_3
    card data/ui/southern_european/cities/graeco-roman_large_town.tga
    }
    city
    {
    normal data/models_strat/residences/eastern_european_city.CAS, settlement_eastern_level_4
    card data/ui/southern_european/cities/graeco-roman_city.tga
    }
    fortress
    {
    normal data/models_strat/residences/eastern_european_large_castle.CAS, settlement_eastern_level_4
    card data/ui/southern_european/cities/graeco-roman_city.tga
    }
    large_city
    {
    normal data/models_strat/residences/eastern_european_large_city.CAS, settlement_eastern_level_5
    card data/ui/southern_european/cities/graeco-roman_large_city.tga
    }
    citadel
    {
    normal data/models_strat/residences/eastern_european_fortress.CAS, settlement_eastern_level_5
    card data/ui/southern_european/cities/graeco-roman_large_city.tga
    }
    huge_city
    {
    normal data/models_strat/residences/eastern_european_huge_city.CAS, settlement_eastern_level_6
    card data/ui/southern_european/cities/graeco-roman_huge_city.tga
    }
    massive_city
    {
    normal data/models_strat/residences/eastern_european_huge_city.CAS, settlement_eastern_level_6
    card data/ui/southern_european/cities/graeco-roman_huge_city.tga
    }
    }
    fort data/models_strat/residences/NE_fort_buildings.CAS, fort_barbarian
    fort_cost 500
    fort_wall data/models_strat/residences/NE_fort_walls.CAS
    fishing_village data/models_strat/residences/NE_port_villiage.CAS, port_barbarian_level_1
    port_land data/models_strat/residences/NE_port_02_buildings.CAS, port_barbarian_level_2
    port_sea data/models_strat/residences/NE_port_02_wall.CAS
    port_land data/models_strat/residences/NE_port_03_buildings.CAS, port_barbarian_level_3
    port_sea data/models_strat/residences/NE_port_03_wall.CAS
    port_land data/models_strat/residences/NE_port_04_buildings.CAS, port_barbarian_level_4
    port_sea data/models_strat/residences/NE_port_04_wall.CAS
    watchtower data/models_strat/residences/NE_watchtower.CAS, watchtower_barbarian
    watchtower_cost 200
    spy spy.tga spy_info.tga spy.tga 350 1 1
    assassin assassin.tga assassin_info.tga assassin.tga 500 1 1
    diplomat diplomat.tga diplomat_info.tga diplomat.tga 250 1 1
    admiral admiral.tga admiral_info.tga admiral.tga 100 1 1
    merchant merchant.tga merchant_info.tga merchant.tga 550 1 1
    priest priest.tga priest_info.tga priest.tga 200 1 1
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

    culture middle_eastern
    portrait_mapping middle_eastern
    rebel_standard_index 5
    {
    village
    {
    normal data/models_strat/residences/middle_eastern_village.CAS, settlement_eastern_level_1
    card data/ui/middle_eastern/cities/middle_eastern-egyptian_village.tga
    }
    moot_and_bailey
    {
    normal data/models_strat/residences/middle_eastern_wooden_castle.CAS, settlement_eastern_level_1
    card data/ui/middle_eastern/cities/middle_eastern-egyptian_village.tga
    }
    town
    {
    normal data/models_strat/residences/middle_eastern_town.CAS, settlement_eastern_level_2
    card data/ui/middle_eastern/cities/middle_eastern-egyptian_town.tga
    }
    wooden_castle
    {
    normal data/models_strat/residences/middle_eastern_stone_keep.CAS, settlement_eastern_level_2
    card data/ui/middle_eastern/cities/middle_eastern-egyptian_town.tga
    }
    large_town
    {
    normal data/models_strat/residences/middle_eastern_large_town.CAS, settlement_eastern_level_3
    card data/ui/middle_eastern/cities/middle_eastern-egyptian_large_town.tga
    }
    castle
    {
    normal data/models_strat/residences/middle_eastern_castle.CAS, settlement_eastern_level_3
    card data/ui/middle_eastern/cities/middle_eastern-egyptian_large_town.tga
    }
    city
    {
    normal data/models_strat/residences/middle_eastern_city.CAS, settlement_eastern_level_4
    card data/ui/middle_eastern/cities/middle_eastern-egyptian_city.tga
    }
    fortress
    {
    normal data/models_strat/residences/middle_eastern_large_castle.CAS, settlement_eastern_level_4
    card data/ui/middle_eastern/cities/middle_eastern-egyptian_city.tga
    }
    large_city
    {
    normal data/models_strat/residences/middle_eastern_large_city.CAS, settlement_eastern_level_5
    card data/ui/middle_eastern/cities/middle_eastern-egyptian_large_city.tga
    }
    citadel
    {
    normal data/models_strat/residences/middle_eastern_fortress.CAS, settlement_eastern_level_5
    card data/ui/middle_eastern/cities/middle_eastern-egyptian_large_city.tga
    }
    huge_city
    {
    normal data/models_strat/residences/middle_eastern_huge_city.CAS, settlement_eastern_level_6
    card data/ui/middle_eastern/cities/middle_eastern-egyptian_huge_city.tga
    }
    massive_city
    {
    normal data/models_strat/residences/middle_eastern_huge_city.CAS, settlement_eastern_level_6
    card data/ui/middle_eastern/cities/middle_eastern-egyptian_huge_city.tga
    }
    }
    fort data/models_strat/residences/ME_fort_buildings.CAS, fort_eastern
    fort_cost 500
    fort_wall data/models_strat/residences/ME_fort_walls.CAS
    fishing_village data/models_strat/residences/ME_port_villiage.CAS, port_eastern_level_1
    port_land data/models_strat/residences/ME_port_02_buildings.CAS, port_eastern_level_2
    port_sea data/models_strat/residences/ME_port_02_wall.CAS
    port_land data/models_strat/residences/ME_port_03_buildings.CAS, port_eastern_level_3
    port_sea data/models_strat/residences/ME_port_03_wall.CAS
    port_land data/models_strat/residences/ME_port_04_buildings.CAS, port_eastern_level_4
    port_sea data/models_strat/residences/ME_port_04_wall.CAS
    watchtower data/models_strat/residences/ME_watchtower.CAS, watchtower_eastern
    watchtower_cost 200
    spy spy.tga spy_info.tga spy.tga 350 1 1
    assassin assassin.tga assassin_info.tga assassin.tga 500 1 1
    diplomat diplomat.tga diplomat_info.tga diplomat.tga 250 1 1
    admiral admiral.tga admiral_info.tga admiral.tga 100 1 1
    merchant merchant.tga merchant_info.tga merchant.tga 550 1 1
    priest priest.tga priest_info.tga priest.tga 200 1 1
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

    culture gondor
    portrait_mapping gondor
    rebel_standard_index 1
    {
    village
    {
    normal data/models_strat/residences/northern_european_village.CAS, settlement_eastern_level_1
    card data/ui/southern_european/cities/graeco-roman_village.tga
    }
    moot_and_bailey
    {
    normal data/models_strat/residences/northern_european_wooden_castle.CAS, settlement_eastern_level_1
    card data/ui/southern_european/cities/graeco-roman_village.tga
    }
    town
    {
    normal data/models_strat/residences/northern_european_town.CAS, settlement_eastern_level_2
    card data/ui/southern_european/cities/graeco-roman_town.tga
    }
    wooden_castle
    {
    normal data/models_strat/residences/northern_european_stone_keep.CAS, settlement_eastern_level_2
    card data/ui/southern_european/cities/graeco-roman_town.tga
    }
    large_town
    {
    normal data/models_strat/residences/northern_european_large_town.CAS, settlement_eastern_level_3
    card data/ui/southern_european/cities/graeco-roman_large_town.tga
    }
    castle
    {
    normal data/models_strat/residences/northern_european_castle.CAS, settlement_eastern_level_3
    card data/ui/southern_european/cities/graeco-roman_large_town.tga
    }
    city
    {
    normal data/models_strat/residences/northern_european_city.CAS, settlement_eastern_level_4
    card data/ui/southern_european/cities/graeco-roman_city.tga
    }
    fortress
    {
    normal data/models_strat/residences/northern_european_large_castle.CAS, settlement_eastern_level_4
    card data/ui/southern_european/cities/graeco-roman_city.tga
    }
    large_city
    {
    normal data/models_strat/residences/northern_european_large_city.CAS, settlement_eastern_level_5
    card data/ui/southern_european/cities/graeco-roman_large_city.tga
    }
    citadel
    {
    normal data/models_strat/residences/northern_european_fortress.CAS, settlement_eastern_level_5
    card data/ui/southern_european/cities/graeco-roman_large_city.tga
    }
    huge_city
    {
    normal data/models_strat/residences/northern_european_huge_city.CAS, settlement_eastern_level_6
    card data/ui/southern_european/cities/graeco-roman_huge_city.tga
    }
    massive_city
    {
    normal data/models_strat/residences/faction_variants/east/northern_european_huge_city.CAS, settlement_eastern_level_6
    card data/ui/southern_european/cities/graeco-roman_huge_city.tga
    }

    }
    fort data/models_strat/residences/NE_fort_buildings.CAS, fort_barbarian
    fort_cost 500
    fort_wall data/models_strat/residences/NE_fort_walls.CAS
    fishing_village data/models_strat/residences/NE_port_villiage.CAS, port_barbarian_level_1
    port_land data/models_strat/residences/NE_port_02_buildings.CAS, port_barbarian_level_2
    port_sea data/models_strat/residences/NE_port_02_wall.CAS
    port_land data/models_strat/residences/NE_port_03_buildings.CAS, port_barbarian_level_3
    port_sea data/models_strat/residences/NE_port_03_wall.CAS
    port_land data/models_strat/residences/NE_port_04_buildings.CAS, port_barbarian_level_4
    port_sea data/models_strat/residences/NE_port_04_wall.CAS
    watchtower data/models_strat/residences/NE_watchtower.CAS, watchtower_barbarian
    watchtower_cost 200
    spy spy.tga spy_info.tga spy.tga 350 1 1
    assassin assassin.tga assassin_info.tga assassin.tga 500 1 1
    diplomat diplomat.tga diplomat_info.tga diplomat.tga 250 1 1
    admiral admiral.tga admiral_info.tga admiral.tga 100 1 1
    merchant merchant.tga merchant_info.tga merchant.tga 550 1 1
    priest priest.tga priest_info.tga priest.tga 200 1 1




    my settlement mech file is

    Spoiler Alert, click show to read: 
    <population_levels>
    <!-- city -->
    <level name="village" base="400" upgrade="1000" min="400" max="1500"/>
    <level name="town" base="1000" upgrade="2500" min="400" max="3500"/>
    <level name="large_town" base="2500" upgrade="7500" min="400" max="9000"/>
    <level name="city" base="7500" upgrade="15000" min="400" max="18000"/>
    <level name="large_city" base="15000" upgrade="24000" min="400" max="36000"/>
    <level name="huge_city" base="24000" upgrade="36000" min="400" max="72000"/>
    <level name="massive_city" base="36000" min="400" max="140000"/>
    <!-- castle -->
    <level name="moot_and_bailey" base="400" upgrade="800" min="400" max="1500"/>;village
    <level name="wooden_castle" base="800" upgrade="2500" min="400" max="3500"/> ;town
    <level name="castle" base="2500" upgrade="6000" min="400" max="9000"/> ;large_town
    <level name="fortress" base="6000" upgrade="13000" min="400" max="13500"/> ;city
    <level name="citadel" base="13000" upgrade="18000" min="400" max="19000"/> ;large_city
    </population_levels>
    </root>


    even edited the off_map models, and the battle_ai file to include massive_city.

    help!

    double checked the culture file, and noticed that the settlement level for Huge and massive were the same. Changed all massive references to 7. No change.

    im beginning to wonder if this is hardcoded. i've looked but not found anything that specifically mentions this.
    Last edited by Renown; May 22, 2009 at 04:35 PM.
    Son of the Ancient Archaon, House of Siblesz

  7. #7
    Gigantus's Avatar I am not special - I am a limited edition.
    Moderator Emeritus Administrator Emeritus

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    Default Re: *currently help needed* Adding a new level of City or Castle

    1. It could be hard coded
    2. It might need a corresponding castle level 6 .

    These lines appear to be missing at the end of your EDB entry

    Code:
            }
        }
        plugins 
        {
        }
    }










  8. #8

    Default Re: *currently help needed* Adding a new level of City or Castle

    Quote Originally Posted by gigantus View Post
    1. It could be hard coded
    2. It might need a corresponding castle level 6 .

    These lines appear to be missing at the end of your EDB entry

    Code:
            }
        }
        plugins 
        {
        }
    }
    as to the corresponding castle (level 7 ) you may be right.. i'll look into that tomorrow. Now i'm off to figure out why I can't get this damn unit to stop crashing my game ... when i know it works... i hate the modeldb files. Hate.



    yes, but that line was empty prior to my editing it.

    I think I read somewhere that you can't add a new city level, but you can add a new castle level...

    If this is true.. then damn. But i'll check it... when i get the time, damnit.. Every day Im editing something new that just ctds... all my work today has led to dead ends in one CTD doing this and another doing that... and I'M METICULOUS about editing all the files... so i'm amazed folks get anything done at all.. no surprises it takes months *years even* for some of the mods to come out.
    Son of the Ancient Archaon, House of Siblesz

  9. #9
    makanyane's Avatar Praeses
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    Default Re: *currently help needed* Adding a new level of City or Castle

    I think I read somewhere that you can't add a new city level, but you can add a new castle level...
    I have same problem though trying to add castle to lowest level of castle core buildings.... have tried:
    Code:
    village
    {
    	normal				data/models_strat/residences/southern_european_village.CAS,		settlement_eastern_level_1
    	card				data/ui/southern_european/cities/graeco-roman_village.tga
    }
    star_fort
    {
    	normal				data/models_strat/residences/southern_european_wooden_castle.CAS,		settlement_eastern_level_1
    	card				data/ui/southern_european/cities/graeco-roman_village.tga
    }
    town
    in cultures and am getting same type of error
    06:48:56.625 [script.err] [error] Script Error in mods\WD_PKH/data/descr_cultures.txt, at line 15, column 1
    Expected a settlement level, found star_fort
    it loaded happily with star_fort (I thought that name might help in case of hardcoding) as the lowest level core castle building in EDB, but crashes as soon as I try entering it into cultures...

  10. #10

    Default Re: *currently help needed* Adding a new level of City or Castle

    try editing star fort as the LARGEST - it is mentioned in many text files i've been editing. Tell me if that helps.

    There are also A LOT of places that reference castles...

    i've noticed even slight formating errors trigger crashes.

    Don't give up until you've tried EVERYTHING.

    And then try it again because you may have made a formatting error.

    I want to crack this.

    (I'm wondering if part of the issue might have to do with a graphic/layout being needed for the city/fort on the battlemap.) I'd really love it if we could get some help on this from someone who has fooled around with it.
    Last edited by Renown; May 23, 2009 at 01:40 AM.
    Son of the Ancient Archaon, House of Siblesz

  11. #11
    makanyane's Avatar Praeses
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    Default Re: *currently help needed* Adding a new level of City or Castle

    no dice with that sorry - got as far as having it in EDB and descr_settlement_mechanics, which gets me to it showing up in building browser (don't worry about the Woodsman bit, that's just from copy/paste in export_buildings.txt/bin)
    city doesn't let me build it though even though there is enough population in city...

    as soon as I try to put it in descr_cultures I get same type of error as we've had before at its new line position.

    don't think it's anything to do with it looking for battle model.. when my mod's working the system log file doesn't get to caching .worldpkgdesc files till about line 50000 - my star_fort attempts are crashing at 14000 ish.. I did anyway try making a .worldpkgdesc with 'type star_fort' instead of 'type fortress' and that didn't change anything.



    btw; all I really need for my mod is the ability to have a medium height siege tower turn up for battles at a motte_and_bailey level castle and a small one for battles at town level.... can change height for both at once by changing descr_walls.txt but am failing miserably to change them separately (the wall_level in EDB doesn't seem to do anything)

    @Renown - did you know you can have faction specific models for existing town /castle levels? If you've got any spare faction slots you could have a dead faction as creator of a city/castle at the max level so it can't be upgraded into something else.

  12. #12

    Default Re: *currently help needed* Adding a new level of City or Castle

    Quote Originally Posted by makanyane View Post
    no dice with that sorry - got as far as having it in EDB and descr_settlement_mechanics, which gets me to it showing up in building browser (don't worry about the Woodsman bit, that's just from copy/paste in export_buildings.txt/bin)
    city doesn't let me build it though even though there is enough population in city...

    as soon as I try to put it in descr_cultures I get same type of error as we've had before at its new line position.

    don't think it's anything to do with it looking for battle model.. when my mod's working the system log file doesn't get to caching .worldpkgdesc files till about line 50000 - my star_fort attempts are crashing at 14000 ish.. I did anyway try making a .worldpkgdesc with 'type star_fort' instead of 'type fortress' and that didn't change anything.



    btw; all I really need for my mod is the ability to have a medium height siege tower turn up for battles at a motte_and_bailey level castle and a small one for battles at town level.... can change height for both at once by changing descr_walls.txt but am failing miserably to change them separately (the wall_level in EDB doesn't seem to do anything)

    @Renown - did you know you can have faction specific models for existing town /castle levels? If you've got any spare faction slots you could have a dead faction as creator of a city/castle at the max level so it can't be upgraded into something else.
    sigh i think we will figure something out.

    And yes. I did, unfortunately I found that out when I was CREATING new factions.

    I just created 9 new factions and thus had to remove their special faction buildings because it was all 'skrewed' =).

    I may end up just limiting the max building of some of my factions and do that anyways...

    there are a couple of factions that do not need anything larger then a castle, or a city.

    but using dead factions alone is limiting as I plan to max out the hardcoded limits.
    Son of the Ancient Archaon, House of Siblesz

  13. #13

    Default Re: *currently help needed* Adding a new level of City or Castle

    Did you add reference to export_descr_buildings_enums.txt? Don't know if its needed for sure off hand... I tried to add a tower level some time ago and couldn't get that to work, so good luck!

  14. #14

    Default Re: *currently help needed* Adding a new level of City or Castle

    i know you cant add tower or wall levels.

    Theres something against that.

    But considering there are references to a HIGHER LEVEL of castle throughout the text files, i presumed it was possible. Plus I vaguely remember reading somewhere that someone did what we are trying to do.
    Son of the Ancient Archaon, House of Siblesz

  15. #15
    makanyane's Avatar Praeses
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    Default Re: *currently help needed* Adding a new level of City or Castle

    there seems to be something hard-coded about the names of levels it will accept in cultures.txt - I've tried duplicating and moving around entries and although it doesn't get you anywhere game is quite happy to accept 2x citadels per culture or village at top level...


    have tried shift of wooden_pallisade and town from city section to castle section - that again works to an extent... EDB is happy and town/pallisade will show up in building browser, and new position is accepted in cultures file... but I still can't actually build anymore levels of castle. If I put 'town' at end I can't build it - put below citadel I can build it but not citadel eg:

    having built the wooden_pallisade at a castle settlement that started at lower castle level in descr_strat - its now decided on strat map that it's become a 'citadel' already and won't let me build the additional level, (which is old citadel entry)

    abreviated version of file changes
    EDB:
    building core_castle_building
    {
    convert_to core_building
    levels motte_and_bailey wooden_castle castle fortress wooden_pallisade citadel
    with wooden_pallisade entry added in sequence below

    cultures:
    Spoiler Alert, click show to read: 
    Code:
    {
    moot_and_bailey
    {
    	normal				data/models_strat/residences/southern_european_wooden_castle.CAS,		settlement_eastern_level_1
    	card				data/ui/southern_european/cities/graeco-roman_village.tga
    }
    village
    {
    	normal				data/models_strat/residences/southern_european_town.CAS,			settlement_eastern_level_2
    	card				data/ui/southern_european/cities/graeco-roman_town.tga
    }
    wooden_castle
    {
    	normal				data/models_strat/residences/southern_european_stone_keep.CAS,			settlement_eastern_level_2
    	card				data/ui/southern_european/cities/graeco-roman_town.tga
    }
    large_town
    {
    	normal				data/models_strat/residences/southern_european_large_town.CAS,	settlement_eastern_level_3
    	card				data/ui/southern_european/cities/graeco-roman_large_town.tga
    }
    castle
    {
    	normal				data/models_strat/residences/southern_european_castle.CAS,	settlement_eastern_level_3
    	card				data/ui/southern_european/cities/graeco-roman_large_town.tga
    }
    city
    {
    	normal				data/models_strat/residences/southern_european_city.CAS,			settlement_eastern_level_4
    	card				data/ui/southern_european/cities/graeco-roman_city.tga
    }
    fortress
    {
    	normal				data/models_strat/residences/southern_european_large_castle.CAS,			settlement_eastern_level_4
    	card				data/ui/southern_european/cities/graeco-roman_city.tga
    }
    large_city
    {
    	normal				data/models_strat/residences/southern_european_large_city.CAS,	settlement_eastern_level_5
    	card				data/ui/southern_european/cities/graeco-roman_large_city.tga
    }
    town
    {
    	normal				data/models_strat/residences/southern_european_fortress.CAS,	settlement_eastern_level_5
    	card				data/ui/southern_european/cities/graeco-roman_large_city.tga
    }
    huge_city
    {
    	normal				data/models_strat/residences/southern_european_huge_city.CAS,		settlement_eastern_level_6
    	card				data/ui/southern_european/cities/graeco-roman_huge_city.tga
    }
    citadel
    {
    	normal				data/models_strat/residences/southern_european_huge_city.CAS,		settlement_eastern_level_6
    	card				data/ui/southern_european/cities/graeco-roman_huge_city.tga
    }
    }

    settlement mechanics
    Spoiler Alert, click show to read: 
    Code:
       <population_levels>
          <!-- city -->
          <level name="village" base="800" upgrade="2000" min="400" max="3500"/>
          <level name="large_town" base="2000" upgrade="6000" min="400" max="9000"/>
          <level name="city" base="6000" upgrade="12000" min="400" max="18000"/>
          <level name="large_city" base="12000" upgrade="24000" min="400" max="36000"/>
          <level name="huge_city" base="24000" min="400" max="72000"/>
          <!-- castle -->
          <level name="moot_and_bailey" base="400" upgrade="0" min="400" max="1500"/>
          <level name="wooden_castle" base="400" upgrade="0" min="400" max="3500"/>
          <level name="castle" base="1500" upgrade="4500" min="400" max="9000"/>
          <level name="fortress" base="4500" upgrade="5000" min="400" max="13500"/>
          <level name="town" base="5000" upgrade="7000" min="400" max="18000"/>
          <level name="citadel" base="7000" upgrade="24000" min="400" max="33500"/>
       </population_levels>

    I think from fact that my settlement has decided it's a citadel - after I built the 5th level which is now town there, that it is showing some sort of hard coding relating to the number and useage of the various levels.

  16. #16

    Default Re: *currently help needed* Adding a new level of City or Castle

    interesting. i'm still unconvinced that this is the end of the issue.

    Someone else, somewhere has tackled this...

    we should check some of the foreign mods.. like some of the chinese ones.. they've done wonders finding the limits of the game.
    Son of the Ancient Archaon, House of Siblesz

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