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Thread: Bug: Dwarves and archery buildings

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  1. #1

    Default Bug: Dwarves and archery buildings

    I have updated TA to the current version (1.2) and now started playing dwarves (for the first time).
    And everytime when I captured a city or castle with too high upgraded archery buildings, I can't recruit a single missile unit in this settlement.


    I would like to post a screenie to proove it, but there seems to be another bug, since the screenies won't be saved in my version...

  2. #2

    Default Re: Bug: Dwarves and archery buildings

    Can you recruit other units there? Because maybe your culture is too low

  3. #3
    NSFW's Avatar Semisalis
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    Default Re: Bug: Dwarves and archery buildings

    Doesn't look like a culture issue. In EDB both the city & castle versions of the archery range & marksmen range have no entries for Dwarven units, i.e. they can't build axethrowers or iron Xbows in ranges which have been upgraded too far.

  4. #4

    Default Re: Bug: Dwarves and archery buildings

    Yip Yip, I forgot to post that it's no culture issue, NSFW is right, but what is EDB?

  5. #5

    Default Re: Bug: Dwarves and archery buildings

    Export description building. I think the same is with the highest barracks for the OoMM

  6. #6
    NSFW's Avatar Semisalis
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    Default Re: Bug: Dwarves and archery buildings

    Quote Originally Posted by Seleukos_I. View Post
    Export description building. I think the same is with the highest barracks for the OoMM
    Yep, I just checked EDB, & unless I'm being completely blind you're right; I can't see OMM entries for either the city or castle versions of the Armoury.

    In V1.1 no faction could train units in captured troop training buildings above the level that they themselves could build. Since this has been mostly fixed in V1.2 it's hard to know whether these few cases that are left are an oversight or actually deliberate.
    I'm guessing the former, since IMO it seems harsh to say that a building's facilities are too advanced for a given faction to be able to use, but KK & the team may have had some reason for this. *shrug*

    @peanuts
    What Seleukos said! EDB is the game file which lays out all the info about which factions can build which buildings, and what those buildings do for particular factions; It's actually pretty simple to see what's going on.
    e.g. below is the one for the first level of ranges, The first part outlines which faction can build it, the second section defines which units it allows each faction to build, and the third section provides info about construction times, etc. Internally the game still uses mostly vanilla faction & culture names, e.g. The Dwarves are actually the moors, OMM are hre, etc
    Spoiler Alert, click show to read: 
    bowyer castle requires factions { gondor, northern_european, middle_eastern, eastern_european, greek, southern_european, }
    {
    convert_to 0
    capability
    {
    recruit_pool "Militia Archers" 1 0.25 2 0 requires factions { sicily, } and region_religion numenorian 15
    recruit_pool "Harad Archers" 1 0.25 2 0 requires factions { spain, } and region_religion catholic 15
    recruit_pool "Axethrowers" 1 0.25 2 0 requires factions { moors, } and region_religion islam 15
    recruit_pool "Elf Archer" 1 0.25 2 0 requires factions { egypt, mongols, } and region_religion orthodox 20
    recruit_pool "Mordor Scouts" 1 0.34 3 0 requires factions { england, } and region_religion catholic 15
    recruit_pool "Free Archers" 1 0.25 2 0 requires factions { scotland, } and region_religion northmen 15
    recruit_pool "Snaga Archers" 1 0.34 3 0 requires factions { hre, france, } and region_religion catholic 15
    recruit_pool "Eriador Hunters" 1 0.25 2 0 requires factions { turks, } and region_religion northmen 15
    recruit_pool "archers" 1 0.25 2 0 requires factions { milan, } and region_religion northmen 15
    recruit_pool "Easterling Archers" 1 0.25 2 0 requires factions { venice, } and region_religion catholic 15
    }
    material wooden
    construction 3
    cost 1200
    settlement_min town
    upgrades
    {
    practice_range
    }
    }
    Last edited by NSFW; September 14, 2009 at 05:31 PM.

  7. #7

    Default Re: Bug: Dwarves and archery buildings

    I already got the point of the EDB, but still thanks, NSFW.
    Is there some kind of a list of all "terms" like EDB and vanilla faction, because I don't know exactly what a vanilla faction should look like.
    I just don't think it has something to do with icecream, since I don't even get cookies in this game. ~.~

    Ok, seriously I don't want to ask everytime when a "term" is unknown to me, but I think with vanilla faction you mean something like from M2:TW.
    Last edited by peanuts; September 15, 2009 at 01:57 PM.

  8. #8
    NSFW's Avatar Semisalis
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    Default Re: Bug: Dwarves and archery buildings

    Yep, you're right about vanilla mate, it's generally used to talk about the basic version of a game, although (depending on context) people here could either mean vanilla M2TW, or, if they're talking about submods, vanilla TATW *shrug*

    Not sure if there's a general glossary of terms anywhere, sorry. In the modding sense the other main one you're likely to see around is EDU (export_descr_units) which defines unit stats.

  9. #9

    Default Re: Bug: Dwarves and archery buildings

    Ok thanks a lot NSFW.
    And lol @
    it's generally used to talk about the basic version of a game, although (depending on context) people here could either mean vanilla M2TW, or, if they're talking about submods, vanilla TATW *shrug*
    because this seems to be the reason why there can be NO glossary.
    There is no point to make a mixed dictionary, containing several kinds of ortography if you get my point. :p

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