Pretty straight forward, how can you make all buildings demolishable? Like wall upgrades, mines, farms, etc.
It must just be a question of changing a little piece of script, but I wouldn't know where to begin looking.
Pretty straight forward, how can you make all buildings demolishable? Like wall upgrades, mines, farms, etc.
It must just be a question of changing a little piece of script, but I wouldn't know where to begin looking.
I dont think you can make walls demolishable. But for mines and farms etc it's quite easy. Open up the EDB, find the entries for the buildings in question and take "hinterland" out of their names.
Dont forget to also change their names in export_buildings.txt in the data\text folder and also in the descr_strat for any starting buildings that exist.![]()
Last edited by Caesar Clivus; June 18, 2009 at 07:14 PM.
The ED what? I'm a total noob at scripting, where can I find this EDB? Also, why do I have to change their names? And what do I change them to?
You can make walls demolishable, you can't make the core building demolishable(partially because demolishable isn't a word!). The EDB stands for export_descr_buildings.txt, which will be found in the data folder of your Medieval II directory after you've unpacked your game. You can find out more about the various aspects of the EDB from:
A Guide to the export_descr_buildings.txt File
What Caesar means when he says 'hinterland' is this is the way the game classifies building which are indestructible(at least in terms of being able to demolish them, they can still be destroyed by script but that's another matter entirely). By removing this prefix from the internal 'names' of the buildings in the file, and updating the 'strings' file(export_buildings.txt in the data/text folder) to match the new 'names'(or they won't link up), you remove the indestructible property from them.
In addition there is a 'core' property. This building type determines the building which advances your settlement size. In Rome it is the governor residence, in Medieval II it's the walls. You can change which building is the core, but there always needs to be a core so there will always be an indestructible building. So if you want to destroy walls and just make them provide defenses and have settlement size based on governor palaces, there's ways to do that, but for the sake of simplicity I wouldn't advise it.
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ASFAIK, you cannot destroy any building that changes the look of the settlement on the map. Never tried myself, though.
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I have a signifigant problem... my export_buildings.txt.strings file isn't a txt, it's a VLC (.bin). If I try to open it, VLC tries to play it like a video file, very strange. How do I update that?
Edit: I tried opening it with noteblock... indeed, theres text I can edit, a whole lot. I can't see what's what, it's just one huge grid of text, no organisation at all.
Last edited by T26913; June 19, 2009 at 05:43 AM. Reason: New knowledge
You need to use the StringBin Converter
Extract into your data\text folder and double click the bat file.
It says it can't open the file when I double click it. I've extracted it into my data folder, and it's an MS-DOS-bat file and everything.
EDIT: Ok, I actuelly tried reading the readme, and actuelly working on my own. I've deleted all the ''hinterland-'' in front of all the building names in export_descr_buildings. Then I converted the export_buildings_strings with stringbin converter, and found to my surprise it had apparently already updated itself. I could not find anything starting with hinterland (That text file is friggin huge, so I had to use alphabetical order of course), but I was able to find mines, and there was not a single ''hinterland_'' to be found.
So I gave it a try, but farms, mines and roads are still undemolishable. So I decided to totally delete the old export_buildings_string file that was still in .bin format, leaving only the new coverted file. I tried it again (the game actuelly still works to my surprise, signalling it must be using the new converted export_buildings), but still farms, mines and roads are undemolishable.
I have also deleted ever building with a ''hinterland_'' in the descr_strat, and I'm not even trying to demolish them. I'm testing it on newly built mines and farms.
Last edited by T26913; June 19, 2009 at 11:54 AM. Reason: Stopped being a noob
This could be the result of what I wrote above: buildings that change look of a settlement (and seemingly the province as well) on the map cannot be destroyed. Try something else:
- Make the church hinterland_,
- try to destroy it,
- didn't work?,
- ok, remove the hinerland_ again
- can it be destroyed now?
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That will be very useful, but where do I find the new string.bin. file and kill it?
In /data/text.
in export descr_buildings, these are the mines, farms and roads. they are all in the same section
Spoiler Alert, click show to read:
remove all hinterland_ :
Spoiler Alert, click show to read:
save & close
now to the text/export_buildings.txt
somewhere at the middle of the file, you have these lines
{hinterland_castle_mines_name}Mines
{hinterland_castle_roads_name}Roads
{hinterland_farms_name}Farms
{hinterland_mines_name}Mines
{hinterland_roads_name}Roads
remove all hinterland_ :
{castle_mines_name}Mines
{castle_roads_name}Roads
{farms_name}Farms
{mines_name}Mines
{roads_name}Roads
save, close and delete export_buildings.txt.strings.bin
start the game
Has this actuelly worked for you? Because I've already done what you said, and it still isn't working for me. Though, that could be because I've fiddled with some other things... looks like I might be re-installing... again...
Last edited by Squid; June 21, 2009 at 10:53 AM.
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i haven't tried it, but it should work...
if you add hinterland_ to any building, you'll notice it will be impossible to demolish it in game. but if you remove it it'll be possible again
yeahi forgot about that. though the game wouldn't start for him if that was the problem, so most probably a vista issue
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