Can you change the core building from walls to a more government-style building like RTW? Additionally, can you specify that the settlement have no walls at a certain level? Thanks ahead.
Can you change the core building from walls to a more government-style building like RTW? Additionally, can you specify that the settlement have no walls at a certain level? Thanks ahead.
Son of PW
Hmm ... that`s an interesting idea. It should be possible by modding the entries in data/export_descr_buildings.
I don`t have the time to test it at the moment, but try to change the wall entries on top of the file with the city hall entries.
That should work for cities, for castles we have to use other buildings, because they don`t have administration buildings.
Report your results,
Johannes Kurkuas
if I change the core building from walls to city halls, for an example:
building core_building
{
;convert_to core_castle_building
levels town_hall council_chambers city_hall mayors_palace
...
why wouldn't it work?
Developer of Rising Sumer
Beta-tester for ChC; Mapper of Colonialism-TW;
Because it needs 5 levels (town - large town - city - large city - huge city)
Or you need to remove the huge city from descr_settlement_mechanics and descr_cultures
It would be simpler to just keep the wall building tree and change the display text, capabilities and UI pictures
But I don't think you can upgrade the city without the walls in M2TW. So even if you get it to work you would still have a mayors palace that adds bigger walls for no apparent reason.
Last edited by axnsan; May 12, 2010 at 01:06 AM.
I was told that it is not possible to use anything else save the walls as core building in M2TW. Only way would indeed be to change the visible appearence of this building into something else, even though that would not change this building to function as walls.
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If I remember right, General Sun found out the same thing when he tried to remove castles and just build cities in M2TW 1.0. Research .org for this one.
This very easy to do. "Invasio Barbaorum 2" did it. And as far as I recorgnized, simply to disable them on EDB with ";".?when he tried to remove castles and just build cities
I do not believe as yet, that core_buildings cannot be changed. But I'm still not aware enough to know, how it works together.
There might be a way to change them....( I hope)
Developer of Rising Sumer
Beta-tester for ChC; Mapper of Colonialism-TW;
I take it he meant: to compeltely eleminate castles from EDB.
Of course, it is possible to remove castles from the game by placing none in descr_strat and deny the conversion of cities one way or the other. We have no castles in dHRR 0.8 either.
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It was 1.0 and the first mod for M2 I remember released. He did say in his readme he could not rid of the castles but the way he set it up then if clicked to make a castle it would crash.
Maybe the unpacker did other things he had no access to.
He probably did something wrong with the convert_to... building. Dunno; but definitly you can remove castles from the game be placing none in descr_strat and take care the convert_to "building" isn't available.
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core buildings is changeable, i tried that and it works.
walls to town_hall building. ok.
i delete walls from a city, then attacked that settlement in the strat map
not work.always need engine stuff for battle. (ram,lod,siege tower etc.)
Maybe you can make it possible over an other way:
Make every building possible from village-level. Create a Building-Tree of government-buildings.
Then use this Condition in the EDB:
building_present_min_level *buildingtree* *building_level*
When you make this for every building it isn´t important which City- or Castle-Level you has, its only important if you have the specific building presented.
In my view also a possibility to realise that.