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  1. #1

    Default Core Building

    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

  2. #2
    Civis
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    Default Re: Core Building

    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

  3. #3
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Core Building

    Should be linked here and then the replacement here:

    building core_building
    {
    convert_to core_castle_building
    levels wooden_pallisade wooden_wall stone_wall large_stone_wall huge_stone_wall










  4. #4

    Default Re: Core Building

    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;

  5. #5
    axnsan's Avatar Protector Domesticus
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    Default Re: Core Building

    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.

  6. #6
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Core Building

    It should work with 5 levels, have you tried?
    Descr_cultures and descr_settlement_mechanics need work as well as axnsan rightly mentions.










  7. #7
    konny's Avatar Artifex
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    Default Re: Core Building

    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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    irishron's Avatar Cura Palatii
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    Default Re: Core Building

    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.

  9. #9
    axnsan's Avatar Protector Domesticus
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    Default Re: Core Building

    Quote Originally Posted by irishron View Post
    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.
    It's possible to do that though

    And M2TW 1.0 didn't have an unpacker

  10. #10

    Default Re: Core Building

    when he tried to remove castles and just build cities
    This very easy to do. "Invasio Barbaorum 2" did it. And as far as I recorgnized, simply to disable them on EDB with ";".?

    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
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  11. #11
    konny's Avatar Artifex
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    Default Re: Core Building

    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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    irishron's Avatar Cura Palatii
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    Default Re: Core Building

    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.

  13. #13
    konny's Avatar Artifex
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    Default Re: Core Building

    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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  14. #14
    cebecibasi41's Avatar Tiro
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    Default Re: Core Building

    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.)
    OTTOMAN : FTLOS MOD PROJECT Coo-Leader Of Ottoman Mod

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    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Core Building

    engine stuff for the battle is defined in descr_campaign_db, not sure if you can change something there:

    <siege_gear_required_for_city_level string="huge_city"/>
    <siege_gear_required_for_castle_level string="moot_and_bailey"/>










  16. #16
    cebecibasi41's Avatar Tiro
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    Default Re: Core Building

    Quote Originally Posted by Gigantus View Post
    engine stuff for the battle is defined in descr_campaign_db, not sure if you can change something there:

    <siege_gear_required_for_city_level string="huge_city"/>
    <siege_gear_required_for_castle_level string="moot_and_bailey"/>
    no action

    maybe it is hardcoded
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  17. #17
    Amon Amarth 930's Avatar Artifex
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    Default Re: Core Building

    Quote Originally Posted by Theodotos I View Post
    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.
    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.

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