I found the link between descr_walls.txt and export_descr_buildings.txt.
In descr_walls.txt you have entries like this:
Code:
; SHORT WOODEN WALLS
wall
{
level 0
siege_tower_size too_small
wall
{
full_health 250
And in export_descr_buildings.txt you have this:
Code:
wooden_pallisade city requires factions { gondor, northern_european, mesoamerican, middle_eastern, eastern_european, greek, southern_european, } and hidden_resource custom_settlement
{
capability
{
wall_level 0
tower_level 1
So I just copied and pasted all wall entries in descr_walls.txt and and gave them new levels, the last one for the vanilla ones was level 4 (huge stone walls), so my new ones started with level 5 (short wooden walls) until level 8 (huge stone walls).
Then, in export_descr_buildings.txt, I just removed southern_european (Dwarves) from all core buildings for cities, copied all these core buildings, set them only for southern_european, this way creating new core buildings exclusive for dwarves. And then, in each of these new core buldings I changed the wall_level to match the new ones I created in descr_walls.txt.
Then I changed the names of the new core buildings entries in export_descr_buildings.txt to new ones like dwarven_wooden_pallisade, dwarven_wooden_wall, dwarven_stone_wall etc.
And then added all these new core buildings names to the line
Code:
levels wooden_pallisade wooden_wall stone_wall large_stone_wall huge_stone_wall
so it became like
Code:
levels wooden_pallisade wooden_wall stone_wall large_stone_wall huge_stone_wall dwarven_wooden_pallisade dwarven_wooden_wall...
Then the game crashes and the log says that there is a maximum number of levels... wich is, hardcoded, I guess.
Any idea of how to by-pass this obstacle?