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  1. #1

    Default Question on Modifying EDB CTD on Startup

    Hello thsi is my first attempt at moding and it is a very simple question i am sure. Well then I am tryign to change a building in teh BC mod in order to have an effect of givign a religious conversion bonus. But being completely new to moding something was bound to go wrong.

    Anyway here is my problem:

    I have modified this building

    c_kyp_temp2 castle requires factions { portugal, }
    {
    convert_to 1
    capability
    {
    happiness_bonus bonus 2
    recruits_exp_bonus bonus 2
    }
    material wooden
    construction 4
    cost 4800
    settlement_min large_town
    upgrades
    {
    }
    }
    }
    plugins
    {
    }
    }

    In order to become this using excel

    c_kyp_temp2 castle requires factions { portugal, }
    {
    convert_to 1
    capability
    {
    happiness_bonus bonus 2
    recruits_exp_bonus bonus 2
    religion_level bonus 1
    }
    material wooden
    construction 4
    cost 4800
    settlement_min large_town
    upgrades
    {
    }
    }
    }
    plugins
    {
    }
    }

    and then i get a ctd upon startup. The system log is;

    15:51:34.203 [script.err] [error] Script Error in broken_crescent/data/export_descr_buildings.txt, at line 12, column 1
    Expected 'wooden_pallisade', found '"'


    Any help will be greatly apprecicated and rewarded with rep!

  2. #2

    Default Re: Question on Modifying EDB CTD on Startup

    You have to insert a religion between the convert_to and capability lines in the building line definition (it goes right before the levels line). Look at the mosques for examples.

    Coder on Dark Ages: Roman Revival, the alternate history mod for BI.

    Under the Patronage of Augustus Lucifer, member of the House of Ward.

  3. #3
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Question on Modifying EDB CTD on Startup

    Could be something else. Post the first 20 lines of the EDB here. Wrap it into CODE. (Error in line 12)










  4. #4

    Default Re: Question on Modifying EDB CTD on Startup

    Doing tests with the backup EDB rather than the modified one allows the game to be played which is strange considering it should work. Anyway here is the first 20 or so lines of code. Thanks for the responses!
    Code:
    hidden_resources crusade jihad no_pirates iraq syria e_anatolia cilicia medit steppe w_iran azeri e_iran arabia khorasan afghan india punjab silkrd slavemarket2 slavemarket3 nizam mtrade itrade africa persia crusade_call recruit_abbasid recruit_ere recruit_ayyubid recruit_turk recruit_koj recruit_armenia recruit_georgia recruit_makuria recruit_kyp recruit_oman recruit_seljuk recruit_kwarz recruit_ghorid recruit_ghazni recruit_rajput recruit_sindh recruit_chauh cbr_abbasid cbr_ere cbr_ayyubid cbr_turk cbr_koj cbr_armenia cbr_georgia cbr_makuria cbr_kyp cbr_oman cbr_seljuk cbr_kwarz cbr_ghorid cbr_ghazni cbr_rajput cbr_sindh cbr_chauh jerusalem_city armenia_proper noble_city cantbuild
    building core_building
    {
        convert_to core_castle_building
        levels wooden_pallisade wooden_wall stone_wall large_stone_wall huge_stone_wall 
        {
            wooden_pallisade city requires factions { turks, byzantium, poland, england, france, moors, denmark, russia, milan, sicily, venice, portugal, egypt, spain, scotland, hungary, aztecs, slave, mongols, normans, saxons, hre, papal_states, timurids, } 
            {
                convert_to 1
                capability
                {              
                    wall_level 0
                    tower_level 1
                    free_upkeep bonus 2
                    recruitment_slots 1
                    
                    ;this line is out of the recruit tags and will stay there in the calculated file
                    
                    ;! recruit_start core_building 1
                    ;! recruit_end
                    
                }
                material wooden
                construction  2 
                cost  1000 
                settlement_min village
                upgrades
                {
                    wooden_wall
                }
            }
            wooden_wall city requires factions { turks, byzantium, poland, england, france, moors, denmark, russia, milan, sicily, venice, portugal, egypt, spain, scotland, hungary, aztecs, slave, mongols, normans, saxons, hre, papal_states, timurids, }
    Last edited by Shadowcry; July 19, 2009 at 09:45 PM.

  5. #5
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Question on Modifying EDB CTD on Startup

    That part is identical to the original from BC (guess you left the first 'commented' lines out). The error must be somewhere else.

    PS: If you leave lines out, then the line count (12) will end up in front of
    wall_level 0










  6. #6

    Default Re: Question on Modifying EDB CTD on Startup

    I believe I have found the problem but I have no clue how to fix it.

    Upon saving using excel it adds a " to every building line which results most likely in a syntax error.

    Eg. Normal unaltered code

    Code:
                    recruit_pool "ere light lancer"  1  0.12  1  0  requires factions { byzantium, poland, england, france, scotland, }  and  hidden_resource medit and hidden_resource noble_city
                    recruit_pool "ere light lancer"  1  0.12  1  0  requires factions { poland, england, france, scotland, }  and  hidden_resource recruit_ere and hidden_resource noble_city
    Altered Code with Syntax error

    Code:
    "                recruit_pool ""ere light lancer""  1  0.12  1  0  requires factions { byzantium, poland, england, france, scotland, }  and  hidden_resource medit and hidden_resource noble_city"                
    "                recruit_pool ""ere light lancer""  1  0.12  1  0  requires factions { poland, england, france, scotland, }  and  hidden_resource recruit_ere and hidden_resource noble_city"
    Note the quotation at the beginning of the sequence. Now the problem is that it is practically Impossible to delete all these entries by hand as it is probably a saving error using the delinated file conversion of excel. I am going to try to update my excel then retry but any other Ideas would be appreciated.

  7. #7
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    Default Re: Question on Modifying EDB CTD on Startup

    I am curious, why are you exporting it into excel?

  8. #8

    Default Re: Question on Modifying EDB CTD on Startup

    Because it said not to modify it by hand since It was created by a spreadsheet.

  9. #9
    Augustus Lucifer's Avatar Life = Like a beanstalk
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    Default Re: Question on Modifying EDB CTD on Startup

    Quote Originally Posted by Shadowcry View Post
    Because it said not to modify it by hand since It was created by a spreadsheet.
    That is a legacy note, from the internal CA devs to other internal CA devs. CA has likely tons of spreadsheets coupled with macros and other cool gadgets that make the editing of these files a cakewalk, but they never gave any of them to us, so you have to edit it by hand. Some files have had excel macros made for them, notably by the Trivium for EB1 and I know BC has something that generates entries in a couple of the files, but those haven't been provided to the community from what I can gather.

  10. #10

    Default Re: Question on Modifying EDB CTD on Startup

    Anyway Uhm through sheer dumbness I learned to edit it by hand and whola it works!

    Just one more thing does modifying the EDB force save games to not be updated?

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