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  1. #1

    Default Re: How to convert a minor city to a major one

    Quote Originally Posted by Pikemen View Post
    what could cause a crash?
    Tell me to tell you back ! I am working on this with no luck till now. The strange thing is that except greek startpos (denis14 mod) I've never managed to make working changes of this kind in any startpos.

  2. #2
    Burnoutfigs's Avatar Semisalis
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    Default Re: How to convert a minor city to a major one

    So im making New Orleans a Major city, should i make a Major city into a minor one?

  3. #3

    Default Re: How to convert a minor city to a major one

    Quote Originally Posted by Burnoutfigs View Post
    So im making New Orleans a Major city, should i make a Major city into a minor one?
    No, only in case that you want to avoid the exiting crash. But, as far I know, if you play as Louisiana you don't have any major city available.

  4. #4
    Alex1987's Avatar Tiro
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    Default Re: How to convert a minor city to a major one

    Thanks Alpaca for you editor. Its cool. But when I try use python shell and run "python main.py <number> >> output.txt" I do not receive output.txt
    Look at this:

    Code:
    Python 3.0.1 (r301:69561, Feb 13 2009, 20:04:18) [MSC v.1500 32 bit (Intel)] on win32
    Type "copyright", "credits" or "license()" for more information.
    ==== No Subprocess ====
    >>> "python main.py <number> >> output.txt"
    'python main.py <number> >> output.txt'
    >>>
    Candidate of sociological sciences. RUSSIAN LIBERAL OPPOSITIONIST AND ACTIVIST.

  5. #5
    Burnoutfigs's Avatar Semisalis
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    Default Re: How to convert a minor city to a major one

    I cant fix New Orleans, the only thing i can think is its to close to the water


    Spoiler Alert, click show to read: 



    if yoiu can try it would be awsome

  6. #6

    Default Re: How to convert a minor city to a major one

    Quote Originally Posted by Burnoutfigs View Post
    I cant fix New Orleans, the only thing i can think is its to close to the water. if yoiu can try it would be awsome
    Tell me the mod you use playing as Luisiana and I'll test it.

  7. #7
    alpaca's Avatar Harbinger of saliva
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    Default Re: How to convert a minor city to a major one

    Quote Originally Posted by Burnoutfigs View Post
    Hey alpaca. Is there a way to add a starting gentleman , Louisiana doesnt start with one and wondered if i can have one from the begining?
    No idea, I haven't done a lot with the esf files yet

    Quote Originally Posted by husserlTW View Post
    Tell me the mod you use playing as Luisiana and I'll test it.
    APE:TI (follow the sig )

    No thing is everything. Every thing is nothing.

  8. #8

    Default Re: How to convert a minor city to a major one

    Originally Posted by Burnoutfigs
    I cant fix New Orleans, the only thing i can think is its to close to the water. if yoiu can try it would be awsome
    I seem ot have the same problem, same city. APE:TI mod ofcourse. As I open city info though, fortifications seems to be missing...


    Hansen

  9. #9
    Burnoutfigs's Avatar Semisalis
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    Default Re: How to convert a minor city to a major one

    Quote Originally Posted by Burnoutfigs View Post
    I cant fix New Orleans, the only thing i can think is its to close to the water


    Spoiler Alert, click show to read: 



    if yoiu can try it would be awsome
    I did, but im trying to fix it, because it looks like this. Im trying to move it just a little to see if it fixes, but all i get is CTD;s when i try to move it, so dont know

  10. #10
    alpaca's Avatar Harbinger of saliva
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    Default Re: How to convert a minor city to a major one

    Quote Originally Posted by Alex1987 View Post
    Thanks Alpaca for you editor. Its cool. But when I try use python shell and run "python main.py <number> >> output.txt" I do not receive output.txt
    Look at this:

    Code:
    Python 3.0.1 (r301:69561, Feb 13 2009, 20:04:18) [MSC v.1500 32 bit (Intel)] on win32
    Type "copyright", "credits" or "license()" for more information.
    ==== No Subprocess ====
    >>> "python main.py <number> >> output.txt"
    'python main.py <number> >> output.txt'
    >>>
    You have to replace <number> with the ID you're looking for...

    And it's not an editor yet.

    No thing is everything. Every thing is nothing.

  11. #11
    Burnoutfigs's Avatar Semisalis
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    Default Re: How to convert a minor city to a major one

    Hey alpaca. Is there a way to add a starting gentleman , Louisiana doesnt start with one and wondered if i can have one from the begining?

  12. #12
    demis14's Avatar Miles
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    Default Re: How to convert a minor city to a major one

    Quote Originally Posted by Burnoutfigs View Post
    Hey alpaca. Is there a way to add a starting gentleman , Louisiana doesnt start with one and wondered if i can have one from the begining?
    Yeah, sure there is, Im actually working on this on my mod, but you again have to add some AI entries for the characters you add..

  13. #13

    Default Re: How to convert a minor city to a major one

    Quote Originally Posted by alpaca View Post
    Code:
    Path:  CAMPAIGN_STARTPOS/CAMPAIGN_ENV/CAMPAIGN_MODEL/WORLD/REGION_MANAGER/REGIONS_ARRAY/1/REGION/REGION_SLOT_MANAGER/REGION_SLOT_ARRAY/1/REGION_SLOT/SIEGEABLE_GARRISON_RESIDENCE  index: -1  offset: 11999548
    Path:  CAMPAIGN_STARTPOS/CAMPAIGN_ENV/CAMPAIGN_MODEL/WORLD/REGION_MANAGER/REGIONS_ARRAY/1/REGION/REGION_SLOT_MANAGER/REGION_SLOT_ARRAY/1/REGION_SLOT  index: -1  offset: 11999540
    Path:  CAMPAIGN_STARTPOS/CAMPAIGN_ENV/CAMPAIGN_MODEL/CAI_INTERFACE/CAI_WORLD/CAI_WORLD_BUILDING_SLOTS/42/CAI_BUILDING_SLOT  index: -1  offset: 13465703
    Does any of you know what all the IDs mean? I found one (4294967295) which was listed in thousands of entries
    About numbers like 11999540, 11999548 the best guess I can do is about save_game/CAMPAIGN_SAVE_GAME/CAMPAIGN_ENV/CAMPAIGN_SETUP. This table in startpos has in the 2nd line the number 51914. In the save game this number changes to an 8 digit number like 11505580 which appeared in a Louisiana first turn save game. In every turn this number changes, probably because a new environment has occurred after the movements of the player and the AI.

    The building ID 353469368 has to do with ordnance in persia. It is the 43rd record in CAI_BUILDING_SLOTS. The 42nd is the first cai_building_slot of persia city buildings and maybe is connected with the number 42 in: CAMPAIGN_STARTPOS/CAMPAIGN_ENV/CAMPAIGN_MODEL/CAI_INTERFACE/CAI_WORLD/CAI_WORLD_BUILDING_SLOTS/42/CAI_BUILDING_SLOT. If this is the case these 8 digit numbers are perhaps connected with values that have already or going to be changed. Tow good questions are if every new added slot has to be accompanied by a 8 digit number of this kind and where is stored this pool of numbers.
    Last edited by husserlTW; June 13, 2009 at 08:14 AM.

  14. #14
    alpaca's Avatar Harbinger of saliva
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    Default Re: How to convert a minor city to a major one

    Quote Originally Posted by husserlTW View Post
    About numbers like 11999540, 11999548 the best guess I can do is about save_game/CAMPAIGN_SAVE_GAME/CAMPAIGN_ENV/CAMPAIGN_SETUP. This table in startpos has in the 2nd line the number 51914. In the save game this number changes to an 8 digit number like 11505580 which appeared in a Louisiana first turn save game. In every turn this number changes, probably because a new environment has occurred after the movements of the player and the AI.
    Maybe a random seed? Would make sense to store that in the save-game so you can't save/reload cheat so easily

    The building ID 353469368 has to do with ordnance in persia. It is the 43rd record in CAI_BUILDING_SLOTS. The 42nd is the first cai_building_slot of persia city buildings and maybe is connected with the number 42 in: CAMPAIGN_STARTPOS/CAMPAIGN_ENV/CAMPAIGN_MODEL/CAI_INTERFACE/CAI_WORLD/CAI_WORLD_BUILDING_SLOTS/42/CAI_BUILDING_SLOT. If this is the case these 8 digit numbers are perhaps connected with values that have already or going to be changed. Tow good questions are if every new added slot has to be accompanied by a 8 digit number of this kind and where is stored this pool of numbers.
    Ok the CAI_BUILDING_SLOTS. Let's look at the first one. It has an ID of 1433, contains a CAI_BUILDING_SLOT with ID 354718904 (this is in fact the slot ID of the army admin entry in Cairo) and which links to ID 1439 which is the CAI_WORLD_SETTLEMENT entry for Cairo. Looking at that thing I notice that the headers for all CAI entries seem to be pretty much the same with the 11th number being a type entry or something (it's 0 or 1 for the building slots, 32 for I think major settlements and 4 for minor settlements)

    So the thing is: All the integer ID numbers are probably linking the slot to other things like settlement, AI entries, line of sight and so on and until we know all of them there's no chance of successfully adding a slot that the AI can handle.

    No thing is everything. Every thing is nothing.

  15. #15

    Default Re: How to convert a minor city to a major one

    Quote Originally Posted by alpaca View Post
    So the thing is: All the integer ID numbers are probably linking the slot to other things like settlement, AI entries, line of sight and so on and until we know all of them there's no chance of successfully adding a slot that the AI can handle.
    We (me and demis14) are working for some time now on startpos records. We know already a lot about these ID's and how connected each other inside CAI and between CAI and the rest of startpos file and also the regions.esf. The usual que is building slot, settlement, region, faction, trade posts, government, connectivity, armies, and so on. CAI_INTEFACE is a summary of startpos and regions files with entries connected to every single element of the game. But there are a lot more to decode with entries and tables. We have left unattached the CAI records which has to do with the canpain AI. This is the hardcore of a real AI modding...

    Alpaca, I also believe that CAI likes changes but not adding new records. And I am searching more about this. But when I am thinking what actually happens with the exit bug I have serious doubts. So when you exit the game or in game menu what the game engine is doing? It doesn't save the game, this happens only if the player saves or when you hit turn button and the auto save is created. It probably close all the routines that need for the game running without interesting on saving changes. From the other hand, if the issue is a missing record or connectivity among records how the game is played normally, (upgrades the new buildings, saves and loads games, etc.)?
    Last edited by husserlTW; June 14, 2009 at 01:09 PM.

  16. #16
    alpaca's Avatar Harbinger of saliva
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    Default Re: How to convert a minor city to a major one

    Quote Originally Posted by husserlTW View Post
    We (me and demis14) are working for some time now on startpos records. We know already a lot about these ID's and how connected each other inside CAI and between CAI and the rest of startpos file and also the regions.esf. The usual que is building slot, settlement, region, faction, trade posts, government, connectivity, armies, and so on. CAI_INTEFACE is a summary of startpos and regions files with entries connected to every single element of the game. But there are a lot more to decode with entries and tables. We have left unattached the CAI records which has to do with the canpain AI. This is the hardcore of a real AI modding...

    Alpaca, I also believe that CAI likes changes but not adding new records. And I am searching more about this. But when I am thinking what actually happens with the exit bug I have serious doubts. So when you exit the game or in game menu what the game engine is doing? It doesn't save the game, this happens only if the player saves or when you hit turn button and the auto save is created. It probably close all the routines that need for the game running without interesting on saving changes. From the other hand, if the issue is a missing record or connectivity among records how the game is played normally, (upgrades the new buildings, saves and loads games, etc.)?
    When you exit it probably shuts down the UI, not sure what else

    No thing is everything. Every thing is nothing.

  17. #17

    Default Re: How to convert a minor city to a major one

    I noticed something strange...

    I converted Virginia into a major city with all the Culture, Army, Navy, Ordanance, and Goverment slots just as you did instructed in the tutorial. I also made Williamsburg the capital city of the USA. Usual when playing as the USA, only philidelphia gets to have The House of Representitives, but when you make Virginia the Capital city, Williamsburg gets it and Phili doesn't, so does that mean special buildings are tied into capital cities?. Also, Williamsburg's fortifacations are not showing up correctly (there not shown on the campain map, and I have double checked the regions file twice).

    Cheers,
    Pikemen
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  18. #18

    Default Re: How to convert a minor city to a major one

    Quote Originally Posted by Pikemen View Post
    I noticed something strange...

    I converted Virginia into a major city with all the Culture, Army, Navy, Ordanance, and Goverment slots just as you did instructed in the tutorial. I also made Williamsburg the capital city of the USA. Usual when playing as the USA, only philidelphia gets to have The House of Representitives, but when you make Virginia the Capital city, Williamsburg gets it and Phili doesn't, so does that mean special buildings are tied into capital cities?. Also, Williamsburg's fortifacations are not showing up correctly (there not shown on the campain map, and I have double checked the regions file twice).

    Cheers,
    Pikemen
    Yes, there is a condition in db about these buildings IfFactionCapitol. The fortification is actually there but for some reason it is the minor one, and is under the new major city. You can see in the attached pic the red marks. I haven't noticed that because personally I don't like fortifications but I'll check it.

  19. #19
    alpaca's Avatar Harbinger of saliva
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    Default Re: How to convert a minor city to a major one

    Quote Originally Posted by husserlTW View Post
    Yes, there is a condition in db about these buildings IfFactionCapitol. The fortification is actually there but for some reason it is the minor one, and is under the new major city. You can see in the attached pic the red marks. I haven't noticed that because personally I don't like fortifications but I'll check it.
    Actually those conditions don't work afaik. There's a true/false switch I think I called "unique" in the column title

    No thing is everything. Every thing is nothing.

  20. #20

    Default Re: How to convert a minor city to a major one

    hi
    i'm trying to modify new orleans and i don't know whats ment by step 2 line 10 (x) and line 11 (y) and put those values in b5 and c5?
    what is b5 and c5?
    did any one change new orleans and naples?
    Last edited by major_payne; June 16, 2009 at 08:44 AM.

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