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  1. #1

    Default Demolishable buildings

    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.

  2. #2
    Caesar Clivus's Avatar SS Forum Moderator
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    Default Re: Demolishable buildings

    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.

    BftB2 UPDATED 22nd DECEMBER. Member of the Complete Byzantine Unit Roster team

  3. #3

    Default Re: Demolishable buildings

    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?

  4. #4
    Augustus Lucifer's Avatar Life = Like a beanstalk
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    Default Re: Demolishable buildings

    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.

  5. #5
    konny's Avatar Artifex
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    Default Re: Demolishable buildings

    ASFAIK, you cannot destroy any building that changes the look of the settlement on the map. Never tried myself, though.

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  6. #6

    Default Re: Demolishable buildings

    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

  7. #7
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Demolishable buildings

    Quote Originally Posted by T26913 View Post
    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.
    You need to use the StringBin Converter
    Extract into your data\text folder and double click the bat file.










  8. #8

    Default Re: Demolishable buildings

    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

  9. #9
    konny's Avatar Artifex
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    Default Re: Demolishable buildings

    Quote Originally Posted by T26913 View Post
    So I gave it a try, but farms, mines and roads are still undemolishable.
    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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  10. #10
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Demolishable buildings

    Notepad has got a search function. Ctrl+F
    A new string.bin file will be generated every time you edit the txt version










  11. #11

    Default Re: Demolishable buildings

    That will be very useful, but where do I find the new string.bin. file and kill it?

  12. #12
    Opifex
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    Default Re: Demolishable buildings

    In /data/text.


    "If ye love wealth greater than liberty,
    the tranquility of servitude greater than
    the animating contest for freedom, go
    home from us in peace. We seek not
    your counsel, nor your arms. Crouch
    down and lick the hand that feeds you,
    and may posterity forget that ye were
    our countrymen."
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  13. #13
    axnsan's Avatar Protector Domesticus
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    Default Re: Demolishable buildings

    in export descr_buildings, these are the mines, farms and roads. they are all in the same section

    Spoiler Alert, click show to read: 

    building hinterland_roads
    {
    convert_to hinterland_castle_roads
    levels roads paved_roads
    {
    roads city requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, }
    {
    convert_to 0
    capability
    {
    road_level 0
    }
    material wooden
    construction 1
    cost 400
    settlement_min town
    upgrades
    {
    paved_roads
    }
    }
    paved_roads city requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, }
    {
    convert_to 1
    capability
    {
    road_level 1
    }
    material wooden
    construction 3
    cost 1200
    settlement_min city
    upgrades
    {
    }
    }
    }
    plugins
    {
    }
    }
    building hinterland_castle_roads
    {
    convert_to hinterland_roads
    levels c_roads c_paved_roads
    {
    c_roads castle requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, }
    {
    convert_to 0
    capability
    {
    road_level 0
    }
    material wooden
    construction 1
    cost 400
    settlement_min town
    upgrades
    {
    c_paved_roads
    }
    }
    c_paved_roads castle requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, }
    {
    convert_to 1
    capability
    {
    road_level 1
    }
    material wooden
    construction 3
    cost 1200
    settlement_min city
    upgrades
    {
    }
    }
    }
    plugins
    {
    }
    }
    building hinterland_farms
    {
    convert_to hinterland_farms
    levels farms farms+1 farms+2 farms+3
    {
    farms requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, }
    {
    convert_to 0
    capability
    {
    farming_level 1
    }
    material wooden
    construction 2
    cost 600
    settlement_min village
    upgrades
    {
    farms+1
    }
    }
    farms+1 requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, }
    {
    convert_to 1
    capability
    {
    farming_level 2
    }
    material wooden
    construction 3
    cost 1200
    settlement_min town
    upgrades
    {
    farms+2
    }
    }
    farms+2 requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, }
    {
    convert_to 2
    capability
    {
    farming_level 3
    }
    material wooden
    construction 4
    cost 2400
    settlement_min large_town
    upgrades
    {
    farms+3
    }
    }
    farms+3 requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, }
    {
    convert_to 3
    capability
    {
    farming_level 4
    }
    material wooden
    construction 6
    cost 4800
    settlement_min city
    upgrades
    {
    }
    }
    }
    plugins
    {
    }
    }
    building hinterland_mines
    {
    convert_to hinterland_castle_mines
    levels mines mines+1
    {
    mines city requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, } and resource silver or resource gold or resource tin or resource iron or resource sulfur or resource marble or resource coal
    {
    convert_to 0
    capability
    {
    mine_resource 4
    }
    material wooden
    construction 2
    cost 2000
    settlement_min large_town
    upgrades
    {
    mines+1
    }
    }
    mines+1 city requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, } and resource silver or resource gold or resource tin or resource iron or resource sulfur or resource marble or resource coal
    {
    convert_to 1
    capability
    {
    mine_resource 7
    }
    material wooden
    construction 3
    cost 3500
    settlement_min city
    upgrades
    {
    }
    }
    }
    plugins
    {
    }
    }
    building hinterland_castle_mines
    {
    convert_to hinterland_mines
    levels c_mines c_mines+1
    {
    c_mines castle requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, } and resource silver or resource gold or resource tin or resource iron or resource sulfur or resource marble or resource coal
    {
    convert_to 0
    capability
    {
    mine_resource 4
    }
    material wooden
    construction 2
    cost 2000
    settlement_min large_town
    upgrades
    {
    c_mines+1
    }
    }
    c_mines+1 castle requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, } and resource silver or resource gold or resource tin or resource iron or resource sulfur or resource marble or resource coal
    {
    convert_to 1
    capability
    {
    mine_resource 7
    }
    material wooden
    construction 3
    cost 3500
    settlement_min city
    upgrades
    {
    }
    }
    }
    plugins
    {
    }
    }



    remove all hinterland_ :

    Spoiler Alert, click show to read: 

    building roads
    {
    convert_to castle_roads
    levels roads paved_roads
    {
    roads city requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, }
    {
    convert_to 0
    capability
    {
    road_level 0
    }
    material wooden
    construction 1
    cost 400
    settlement_min town
    upgrades
    {
    paved_roads
    }
    }
    paved_roads city requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, }
    {
    convert_to 1
    capability
    {
    road_level 1
    }
    material wooden
    construction 3
    cost 1200
    settlement_min city
    upgrades
    {
    }
    }
    }
    plugins
    {
    }
    }
    building castle_roads
    {
    convert_to roads
    levels c_roads c_paved_roads
    {
    c_roads castle requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, }
    {
    convert_to 0
    capability
    {
    road_level 0
    }
    material wooden
    construction 1
    cost 400
    settlement_min town
    upgrades
    {
    c_paved_roads
    }
    }
    c_paved_roads castle requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, }
    {
    convert_to 1
    capability
    {
    road_level 1
    }
    material wooden
    construction 3
    cost 1200
    settlement_min city
    upgrades
    {
    }
    }
    }
    plugins
    {
    }
    }
    building farms
    {
    convert_to farms
    levels farms farms+1 farms+2 farms+3
    {
    farms requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, }
    {
    convert_to 0
    capability
    {
    farming_level 1
    }
    material wooden
    construction 2
    cost 600
    settlement_min village
    upgrades
    {
    farms+1
    }
    }
    farms+1 requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, }
    {
    convert_to 1
    capability
    {
    farming_level 2
    }
    material wooden
    construction 3
    cost 1200
    settlement_min town
    upgrades
    {
    farms+2
    }
    }
    farms+2 requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, }
    {
    convert_to 2
    capability
    {
    farming_level 3
    }
    material wooden
    construction 4
    cost 2400
    settlement_min large_town
    upgrades
    {
    farms+3
    }
    }
    farms+3 requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, }
    {
    convert_to 3
    capability
    {
    farming_level 4
    }
    material wooden
    construction 6
    cost 4800
    settlement_min city
    upgrades
    {
    }
    }
    }
    plugins
    {
    }
    }
    building mines
    {
    convert_to castle_mines
    levels mines mines+1
    {
    mines city requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, } and resource silver or resource gold or resource tin or resource iron or resource sulfur or resource marble or resource coal
    {
    convert_to 0
    capability
    {
    mine_resource 4
    }
    material wooden
    construction 2
    cost 2000
    settlement_min large_town
    upgrades
    {
    mines+1
    }
    }
    mines+1 city requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, } and resource silver or resource gold or resource tin or resource iron or resource sulfur or resource marble or resource coal
    {
    convert_to 1
    capability
    {
    mine_resource 7
    }
    material wooden
    construction 3
    cost 3500
    settlement_min city
    upgrades
    {
    }
    }
    }
    plugins
    {
    }
    }
    building castle_mines
    {
    convert_to mines
    levels c_mines c_mines+1
    {
    c_mines castle requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, } and resource silver or resource gold or resource tin or resource iron or resource sulfur or resource marble or resource coal
    {
    convert_to 0
    capability
    {
    mine_resource 4
    }
    material wooden
    construction 2
    cost 2000
    settlement_min large_town
    upgrades
    {
    c_mines+1
    }
    }
    c_mines+1 castle requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, } and resource silver or resource gold or resource tin or resource iron or resource sulfur or resource marble or resource coal
    {
    convert_to 1
    capability
    {
    mine_resource 7
    }
    material wooden
    construction 3
    cost 3500
    settlement_min city
    upgrades
    {
    }
    }
    }
    plugins
    {
    }
    }



    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

  14. #14

    Default Re: Demolishable buildings

    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...

  15. #15
    Caesar Clivus's Avatar SS Forum Moderator
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    Default Re: Demolishable buildings

    Quote Originally Posted by T26913 View Post
    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...
    If you are running vista, you need to turn off UAC or your changes might not turn up in the game.

    BftB2 UPDATED 22nd DECEMBER. Member of the Complete Byzantine Unit Roster team

  16. #16

    Default Re: Demolishable buildings

    Quote Originally Posted by Caesar Clivus View Post
    If you are running vista, you need to turn off UAC or your changes might not turn up in the game.
    I'm using good ol' XP, so it's impossibly a vista issue. But has anyone been able to make this work?

  17. #17
    Squid's Avatar Opifex
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    Default Re: Demolishable buildings

    Quote Originally Posted by axnsan View Post
    in export descr_buildings, these are the mines, farms and roads. they are all in the same section

    Spoiler Alert, click show to read: 

    building hinterland_roads
    {
    convert_to hinterland_castle_roads
    levels roads paved_roads
    {
    roads city requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, }
    {
    convert_to 0
    capability
    {
    road_level 0
    }
    material wooden
    construction 1
    cost 400
    settlement_min town
    upgrades
    {
    paved_roads
    }
    }
    paved_roads city requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, }
    {
    convert_to 1
    capability
    {
    road_level 1
    }
    material wooden
    construction 3
    cost 1200
    settlement_min city
    upgrades
    {
    }
    }
    }
    plugins
    {
    }
    }
    building hinterland_castle_roads
    {
    convert_to hinterland_roads
    levels c_roads c_paved_roads
    {
    c_roads castle requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, }
    {
    convert_to 0
    capability
    {
    road_level 0
    }
    material wooden
    construction 1
    cost 400
    settlement_min town
    upgrades
    {
    c_paved_roads
    }
    }
    c_paved_roads castle requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, }
    {
    convert_to 1
    capability
    {
    road_level 1
    }
    material wooden
    construction 3
    cost 1200
    settlement_min city
    upgrades
    {
    }
    }
    }
    plugins
    {
    }
    }
    building hinterland_farms
    {
    convert_to hinterland_farms
    levels farms farms+1 farms+2 farms+3
    {
    farms requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, }
    {
    convert_to 0
    capability
    {
    farming_level 1
    }
    material wooden
    construction 2
    cost 600
    settlement_min village
    upgrades
    {
    farms+1
    }
    }
    farms+1 requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, }
    {
    convert_to 1
    capability
    {
    farming_level 2
    }
    material wooden
    construction 3
    cost 1200
    settlement_min town
    upgrades
    {
    farms+2
    }
    }
    farms+2 requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, }
    {
    convert_to 2
    capability
    {
    farming_level 3
    }
    material wooden
    construction 4
    cost 2400
    settlement_min large_town
    upgrades
    {
    farms+3
    }
    }
    farms+3 requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, }
    {
    convert_to 3
    capability
    {
    farming_level 4
    }
    material wooden
    construction 6
    cost 4800
    settlement_min city
    upgrades
    {
    }
    }
    }
    plugins
    {
    }
    }
    building hinterland_mines
    {
    convert_to hinterland_castle_mines
    levels mines mines+1
    {
    mines city requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, } and resource silver or resource gold or resource tin or resource iron or resource sulfur or resource marble or resource coal
    {
    convert_to 0
    capability
    {
    mine_resource 4
    }
    material wooden
    construction 2
    cost 2000
    settlement_min large_town
    upgrades
    {
    mines+1
    }
    }
    mines+1 city requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, } and resource silver or resource gold or resource tin or resource iron or resource sulfur or resource marble or resource coal
    {
    convert_to 1
    capability
    {
    mine_resource 7
    }
    material wooden
    construction 3
    cost 3500
    settlement_min city
    upgrades
    {
    }
    }
    }
    plugins
    {
    }
    }
    building hinterland_castle_mines
    {
    convert_to hinterland_mines
    levels c_mines c_mines+1
    {
    c_mines castle requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, } and resource silver or resource gold or resource tin or resource iron or resource sulfur or resource marble or resource coal
    {
    convert_to 0
    capability
    {
    mine_resource 4
    }
    material wooden
    construction 2
    cost 2000
    settlement_min large_town
    upgrades
    {
    c_mines+1
    }
    }
    c_mines+1 castle requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, } and resource silver or resource gold or resource tin or resource iron or resource sulfur or resource marble or resource coal
    {
    convert_to 1
    capability
    {
    mine_resource 7
    }
    material wooden
    construction 3
    cost 3500
    settlement_min city
    upgrades
    {
    }
    }
    }
    plugins
    {
    }
    }



    remove all hinterland_ :

    Spoiler Alert, click show to read: 

    building roads
    {
    convert_to castle_roads
    levels roads paved_roads
    {
    roads city requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, }
    {
    convert_to 0
    capability
    {
    road_level 0
    }
    material wooden
    construction 1
    cost 400
    settlement_min town
    upgrades
    {
    paved_roads
    }
    }
    paved_roads city requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, }
    {
    convert_to 1
    capability
    {
    road_level 1
    }
    material wooden
    construction 3
    cost 1200
    settlement_min city
    upgrades
    {
    }
    }
    }
    plugins
    {
    }
    }
    building castle_roads
    {
    convert_to roads
    levels c_roads c_paved_roads
    {
    c_roads castle requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, }
    {
    convert_to 0
    capability
    {
    road_level 0
    }
    material wooden
    construction 1
    cost 400
    settlement_min town
    upgrades
    {
    c_paved_roads
    }
    }
    c_paved_roads castle requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, }
    {
    convert_to 1
    capability
    {
    road_level 1
    }
    material wooden
    construction 3
    cost 1200
    settlement_min city
    upgrades
    {
    }
    }
    }
    plugins
    {
    }
    }
    building farms
    {
    convert_to farms
    levels farms farms+1 farms+2 farms+3
    {
    farms requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, }
    {
    convert_to 0
    capability
    {
    farming_level 1
    }
    material wooden
    construction 2
    cost 600
    settlement_min village
    upgrades
    {
    farms+1
    }
    }
    farms+1 requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, }
    {
    convert_to 1
    capability
    {
    farming_level 2
    }
    material wooden
    construction 3
    cost 1200
    settlement_min town
    upgrades
    {
    farms+2
    }
    }
    farms+2 requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, }
    {
    convert_to 2
    capability
    {
    farming_level 3
    }
    material wooden
    construction 4
    cost 2400
    settlement_min large_town
    upgrades
    {
    farms+3
    }
    }
    farms+3 requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, }
    {
    convert_to 3
    capability
    {
    farming_level 4
    }
    material wooden
    construction 6
    cost 4800
    settlement_min city
    upgrades
    {
    }
    }
    }
    plugins
    {
    }
    }
    building mines
    {
    convert_to castle_mines
    levels mines mines+1
    {
    mines city requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, } and resource silver or resource gold or resource tin or resource iron or resource sulfur or resource marble or resource coal
    {
    convert_to 0
    capability
    {
    mine_resource 4
    }
    material wooden
    construction 2
    cost 2000
    settlement_min large_town
    upgrades
    {
    mines+1
    }
    }
    mines+1 city requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, } and resource silver or resource gold or resource tin or resource iron or resource sulfur or resource marble or resource coal
    {
    convert_to 1
    capability
    {
    mine_resource 7
    }
    material wooden
    construction 3
    cost 3500
    settlement_min city
    upgrades
    {
    }
    }
    }
    plugins
    {
    }
    }
    building castle_mines
    {
    convert_to mines
    levels c_mines c_mines+1
    {
    c_mines castle requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, } and resource silver or resource gold or resource tin or resource iron or resource sulfur or resource marble or resource coal
    {
    convert_to 0
    capability
    {
    mine_resource 4
    }
    material wooden
    construction 2
    cost 2000
    settlement_min large_town
    upgrades
    {
    c_mines+1
    }
    }
    c_mines+1 castle requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, } and resource silver or resource gold or resource tin or resource iron or resource sulfur or resource marble or resource coal
    {
    convert_to 1
    capability
    {
    mine_resource 7
    }
    material wooden
    construction 3
    cost 3500
    settlement_min city
    upgrades
    {
    }
    }
    }
    plugins
    {
    }
    }



    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
    You'll also need to edit descr_strat to correct any instances of those buildings placed at the beginning of the game. Anywhere else that building names are used (scripts for example) may also need to be updated.
    Last edited by Squid; June 21, 2009 at 10:53 AM.
    Under the patronage of Roman_Man#3, Patron of Ishan
    Click for my tools and tutorials
    "Two things are infinite: the universe and human stupidity; and I'm not sure about the universe." -----Albert Einstein

  18. #18
    axnsan's Avatar Protector Domesticus
    Join Date
    Dec 2008
    Location
    Timisoara, Romania
    Posts
    4,437

    Default Re: Demolishable buildings

    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

  19. #19
    axnsan's Avatar Protector Domesticus
    Join Date
    Dec 2008
    Location
    Timisoara, Romania
    Posts
    4,437

    Default Re: Demolishable buildings

    yeah i forgot about that. though the game wouldn't start for him if that was the problem, so most probably a vista issue

  20. #20
    Gigantus's Avatar I am not special - I am a limited edition.
    Moderator Emeritus Administrator Emeritus

    Join Date
    Aug 2006
    Location
    Goa - India
    Posts
    52,682
    Blog Entries
    35

    Default Re: Demolishable buildings

    I am not sure, but I think everyone forgot this file:

    data\export_descr_buildings_enums.txt










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