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Thread: what? gap in building unavailable at level zero??

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  1. #1

    Default Re: what? gap in building unavailable at level zero??

    @ Ramashan: I did as you said, changed the siege_tower_size line from too_small to small and changed the sizes of all the equipment in descr_engines, but I'm still unable to build siege equipment on level 1 walls (the new wooden walls). The heights were already correct, the shortest ladders should be 14 metres tall and the smallest siege tower should be 17.2 metres tall.

    @ Caesar: exactly, that's the problem. Making siege equipment buildable for level 1 walls (wooden walls).

    @ Makanyane: don't worry, thanks anyway!


  2. #2
    Ramashan's Avatar Artifex
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    Default Re: what? gap in building unavailable at level zero??

    Let me just make sure I understand everything again. You made new wooden walls? Do they have a platform onto which the units can go once they use the ladders?

    Cause, you might be approaching this all wrong. Perhaps it might be best to just create some new level 1 like a low wooden wall and then have your level 2 be the wall you want the ladder to be used on. Cause if there's no platform, wont the units either A. Not go anywhere or B. Fall off the other side and potentially be killed like lemmings?
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  3. #3
    makanyane's Avatar Praeses
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    Default Re: what? gap in building unavailable at level zero??

    Quote Originally Posted by Ramashan View Post
    Let me just make sure I understand everything again. You made new wooden walls? Do they have a platform onto which the units can go once they use the ladders?

    Cause, you might be approaching this all wrong. Perhaps it might be best to just create some new level 1 like a low wooden wall and then have your level 2 be the wall you want the ladder to be used on. Cause if there's no platform, wont the units either A. Not go anywhere or B. Fall off the other side and potentially be killed like lemmings?
    From what I understand (belatedly) their new 'wooden walls' themselves work, and could be used as substitute for the level '2' (actually 3rd level as it starts from 0) which is currently used for lowest city level stone walls with appropriate adjustment of height of siege stuff.

    Trouble is they want to use it at lower settlement level - in coding terms if we could work out way of getting stone walls and relevant siege stuff to work for large_town level then these new wooden walls would also work and get ladders... but the bit that links the requirement to produce ladders / towers for a certain town level doesn't seem to be at all linked to the type of model used....

    M2 (which has comments inside the models that would appear to define the wall / siege height - but which seem to be ignored) the siege_tower_size thingy fixes it, but as yet I can't spot way to get RTW to allow ladders to be used on lower level settlements.


    Method of getting it to work would probably involve bumping every settlement up a level - replacing stone walls with the new shorter wooden ones, and large stone with lower stone etc.... as RTW can't adjust population requirements for cities that would mean you'd have to have higher population levels though.

  4. #4
    Ramashan's Avatar Artifex
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    Default Re: what? gap in building unavailable at level zero??

    Are the wall levels independent from the city levels?

    Like, a village can have a level 3 wall around it?

    If you so, you could make the lower levels, those below the ones allowing ladders some form of low stone surrounding or low wooden wall, code these into all your settlements, then you'll be able to build those others sooner. Just an idea. Not perfect.

    I'll look into the wall thing more as I find the time. Might be running into one of those dreaded hardcoded frustrations.
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  5. #5

    Default Re: what? gap in building unavailable at level zero??

    These wooden walls are like M2TW wooden walls, they are taller than vanilla wooden walls, and can allow infantry to walk on them. These new walls work perfectly. There's only this problem of siege equipment. Simply said, we want to make all siege equipment available for level 1 walls, while vanilla RTW normally gives this equipment only from level 2.

    Yes, the simplest solution is to use the vanilla wooden walls as level 1 (actually second level, since it starts from 0) and then this new type as level 2, normally used by stone walls, in order to get the siege equipment, and then moving stone walls to level 3. But this has the inconvenient that it would require new building pics, new text entries, etc etc...nothing impossible, but I just wanted to avoid all of this and simply dump the old wooden walls and get siege equipment.

    I didn't get this thing of settlement level related to walls. We don't want to make a village with huge stone walls. But a large town with level 1 walls that can be assaulted by all siege equipment and not just by rams.

    Another try was to simply put the pallisade level 0, these new wooden walls to level 2 (skipping level 1) and then stone walls to level 3. This allowed siege equipment to be built for the new wooden walls, but the game automatically re-created the old vanilla wooden walls (even if they were removed from descr_walls), proving that a level cannot be skipped.

    I realize this is kind of a weird request, I don't think this has never been tried in a RTW mod.
    Last edited by Spartan 666; July 01, 2009 at 06:59 PM.


  6. #6

    Default Re: what? gap in building unavailable at level zero??

    Nevermind guys, we solved it! Just creating a new wall building, and making the building tree splitting after the pallisade (level 0). The first option is normal wooden walls, level 2. The second option is this new wall, level 1 and unbuildable. So the engine has its damn level 1 walls and can allow us to create siege equipment on level 2 walls!

    Thanks everybody for the help guys!


  7. #7
    Bull3pr00f de Bodemloze's Avatar Occasio mihi fertur
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    Default Re: what? gap in building unavailable at level zero??

    Figured I'd post this in this thread. Even though it is old; it's almost the same error.

    I can't think of anything I really did to it, so I'll start with the error message:
    Script Error in Chivalry/data/export_descr_buildings.txt, at line 4344, column 3.
    Building DB error - faction gauls has gap in building prior to feudal_court

    It's not game-stopping, the campaign can still be played, but it does prevent me from learning the cause of CTDs that arise during modding, since it'll list this error first.
    EDB's attached

  8. #8

    Default Re: what? gap in building unavailable at level zero??

    Try taking out the negative HR condition from the previous level.

  9. #9
    Bull3pr00f de Bodemloze's Avatar Occasio mihi fertur
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    Default Re: what? gap in building unavailable at level zero??

    And again Aradan does it
    Now for the big question: why would a negative HR in prior levels cause a gap?

  10. #10

    Default Re: what? gap in building unavailable at level zero??

    That's how EDB works. I *think* replicating that condition in the next level should get rid of the message.

    Try having sth like this:

    building requires impossible_condition and previous_level's__negative_condition or it requires this_level's_current_condition

  11. #11
    Bull3pr00f de Bodemloze's Avatar Occasio mihi fertur
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    Default Re: what? gap in building unavailable at level zero??

    Yeah, that works. Thanks

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