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  1. #1

    Default export_descr_buildings

    Hi i'm new here but i have a problem. I'm currently modding spqr 7.0 for my own use but i've hit a probelm. I've made two new units corinthian/athenian hoplites. These work fully without error. However i've attempted to put make them recruitable in the campaign so i've edited export-descr_unit but when i go onto new campaign they are not recruitable. It is not any of the following reasons

    Wrong faction
    wrong building/level
    wrong hidden resource


    I've deleted the map.rwm but nothing is making it work. Any help will be appreciated.
    btw i can put them in as starting troops but thats it in campaign.
    sorry just realised wrong part of forum

    plus how can i stop units from starting battle in defend mode it's getting anoying seeing the ai use it which for some reason causes them to turn around during combat
    Last edited by hazzaslagga; March 20, 2010 at 10:05 AM.

  2. #2
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    Default Re: export_descr_buildings

    Moved to the text editing subforum.

    Can you post the EDU entries and the relevant lines of EDB in code tags ([code][/code]) so we can see what you've done.
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  3. #3

    Default Re: export_descr_buildings

    turns out my first post is wrong, i believe it's something to do with hidden resources as i removed the hidden resource in export_descr building and they worked. in any case i'll post the text
    descr_regions
    Code:
    Achaia 
    Corinth
    greek_cities
    Achaeans
    225 192 192
    slaves, timber, marble, greece, corinth
    5 
    8 
    ; 242, 107 / 229, 109
    edb

    Code:
    hidden_resources sparta rome italy walls grain2 cohorts ncohorts ecohorts gcohorts legion1 legion2 legion3 legion4 legion5 legion6 legion7 legion8 legion9 legion10 legion11 legion12 legion13 legion14 legion15 legion16 legion17 legion18 legion19 legion20 legion21 legion22 legion23 legion24 legion25 legion26 legion27 legion28 spqr gladiators syrian home eastsouth greece spain gaul elite corinth athens
     
     
    recruit "greek general's guard cavalry" 0 requires factions { greek_cities, seleucid, } 
    recruit "greek hoplite corinthian" 0 requires factions { greek_cities, } and hidden_resource corinth 
    recruit "greek hoplite athenian" 0 requires factions { greek_cities, } and hidden_resource athens 
    recruit "thracian bodyguard" 0 requires factions { thrace, } 
    recruit "greek general's guard cavalry macedon" 0 requires factions { macedon, }
    EDU
    Code:
    type             greek hoplite corinthian
    dictionary       greek_hoplite_corinthian      ;  greek hoplite corinthian
    category         infantry
    class            spearmen
    voice_type       Heavy_1
    soldier          greek_corinth, 60, 0, 2
    officer          greek_standard
    officer          greek_officer
    mount_effect     horse +8, camel +8, chariot +8
    attributes       sea_faring,hide_forest,can_sap,very_hardy
    formation        .75, 1, 2, 2, 7,square, phalanx
    stat_health      2, 0
    stat_pri         10,16, no, 0, 0, melee, blade, piercing, spear, 0, 0.7
    stat_pri_attr    short_pike, spear
    stat_sec         0,0, no, 0, 0, no, no, no, none, 25, 1
    stat_sec_attr    no
    stat_pri_armour  6, 22, 25, metal
    stat_sec_armour  0, 0, flesh
    stat_heat        2
    stat_ground      4, 0, 0, 0
    stat_mental      26,normal,highly_trained
    stat_charge_dist 30
    stat_fire_delay  0
    stat_food        60, 300
    stat_cost        1, 750, 250, 70, 100, 750
    ownership        greek_cities
    Last edited by Aradan; March 21, 2010 at 06:01 AM.

  4. #4

    Default Re: export_descr_buildings

    Have you added the recruitment lines to all the appropriate barracks levels?







    plus how can i stop units from starting battle in defend mode it's getting anoying seeing the ai use it which for some reason causes them to turn around during combat
    Go to descr_formations_ai.txt, find every line that goes like this:
    Code:
    default_melee_state    defend
    and comment it out (or remove the "defend" part if the melee state is a combined one, like fire_at_will_and_defend).

  5. #5
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    Default Re: export_descr_buildings

    If you added a hidden_resource you must delete map.rwm and start a new campaign, hidden_resource changes won't take effect in existing campaigns.
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  6. #6

    Default Re: export_descr_buildings

    i've tried deleting map.rwm + starting new campaign but it isn't working plus i'm sure it isn't the barracks level

  7. #7
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    Default Re: export_descr_buildings

    Post the complete barracks tree if you could please. Do you have -show_err turned on and if so is it giving you can error message of some sort?
    Under the patronage of Roman_Man#3, Patron of Ishan
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    "Two things are infinite: the universe and human stupidity; and I'm not sure about the universe." -----Albert Einstein

  8. #8

    Default Re: export_descr_buildings

    i am using -show_err but there are no crashes here's more text from EDB btw i'm not using barracks as i tried barracks first and then tried experimenting to no avail.

    construction 8
    cost 5000
    settlement_min large_town
    upgrades
    {
    proconsuls_palace
    }
    }
    proconsuls_palace requires factions { carthaginian, eastern, parthia, egyptian, greek, roman, }
    {
    capability
    {
    recruit "roman generals cavalry early" 0 requires factions { romans_julii, } and not marian_reforms and hidden_resource home
    recruit "roman generals cavalry" 0 requires factions { romans_julii, } and marian_reforms and hidden_resource home
    recruit "barb chieftain cavalry dacian" 0 requires factions { dacia, }
    recruit "barb chieftain cavalry gaul" 0 requires factions { gauls, }
    recruit "barb chieftain cavalry german" 0 requires factions { germans, }
    recruit "barb british general briton" 0 requires factions { britons, }
    recruit "barb scythian general scythian" 0 requires factions { scythia, }
    recruit "carthaginian general's cavalry early" 0 requires factions { carthaginian, } and not marian_reforms
    recruit "carthaginian general's cavalry" 0 requires factions { carthaginian, } and marian_reforms
    recruit "east generals cavalry" 0 requires factions { parthia, armenia, }
    recruit "east pontic general" 0 requires factions { pontus, }
    recruit "egyptian general's bodyguard early" 0 requires factions { egypt, } and not marian_reforms
    recruit "egyptian general's bodyguard" 0 requires factions { egypt, } and marian_reforms
    recruit "greek general's guard cavalry" 0 requires factions { greek_cities, seleucid, }
    recruit "greek hoplite corinthian" 0 requires factions { greek_cities, } and hidden_resource corinth
    recruit "greek hoplite athenian" 0 requires factions { greek_cities, } and hidden_resource athens
    recruit "thracian bodyguard" 0 requires factions { thrace, }
    recruit "greek general's guard cavalry macedon" 0 requires factions { macedon, }
    recruit "roman praetorian cohort i" 0 requires factions { romans_senate, }
    recruit "roman praetorian cavalry" 0 requires factions { romans_senate, }
    recruit "roman archer" 0 requires factions { romans_senate, } and not marian_reforms
    recruit "east immortals" 0 requires factions { parthia, }
    upgrade_bodyguard 1 requires factions { barbarian, }
    agent diplomat 0 requires factions { romans_julii,} and hidden_resource home
    law_bonus bonus 10 requires factions { romans_scipii, } and hidden_resource spqr
    happiness_bonus bonus 10 requires factions { romans_scipii, } and hidden_resource spqr
    happiness_bonus bonus 10 requires factions { barbarian, carthaginian, eastern, parthia, egyptian, greek, }
    law_bonus bonus 10 requires factions { barbarian, carthaginian, eastern, parthia, egyptian, greek, }
    recruit "roman peasant" 0 requires factions { romans_julii, }
    }
    construction 12
    cost 8000
    settlement_min city
    upgrades
    {
    imperial_palace
    }
    }
    imperial_palace requires factions { carthaginian, eastern, parthia, egyptian, greek, roman, } and building_present_min_level market great_forum
    {
    capability
    {
    recruit "roman generals cavalry early" 0 requires factions { romans_julii, } and not marian_reforms and hidden_resource home
    recruit "roman generals cavalry" 0 requires factions { romans_julii, } and marian_reforms and hidden_resource home
    recruit "barb chieftain cavalry dacian" 0 requires factions { dacia, }
    recruit "barb chieftain cavalry gaul" 0 requires factions { gauls, }
    recruit "barb chieftain cavalry german" 0 requires factions { germans, }
    recruit "barb british general briton" 0 requires factions { britons, }
    recruit "barb scythian general scythian" 0 requires factions { scythia, }
    recruit "carthaginian general's cavalry early" 0 requires factions { carthaginian, } and not marian_reforms
    recruit "carthaginian general's cavalry" 0 requires factions { carthaginian, } and marian_reforms
    recruit "east generals cavalry" 0 requires factions { parthia, armenia, }
    recruit "east pontic general" 0 requires factions { pontus, }
    recruit "egyptian general's bodyguard early" 0 requires factions { egypt, } and not marian_reforms
    recruit "egyptian general's bodyguard" 0 requires factions { egypt, } and marian_reforms
    recruit "greek general's guard cavalry" 0 requires factions { greek_cities, seleucid, }
    recruit "greek hoplite corinthian" 0 requires factions { greek_cities, } and hidden_resource corinth
    recruit "greek hoplite athenian" 0 requires factions { greek_cities, } and hidden_resource athens
    recruit "thracian bodyguard" 0 requires factions { thrace, }
    recruit "greek general's guard cavalry macedon" 0 requires factions { macedon, }
    recruit "roman praetorian cohort i" 0 requires factions { romans_senate, }
    recruit "roman praetorian cavalry" 0 requires factions { romans_senate, }
    recruit "roman archer" 0 requires factions { romans_senate, } and not marian_reforms
    recruit "roman praetorian cohort i new" 0 requires factions { romans_julii,romans_brutii,romans_scipii, } and hidden_resource rome and marian_reforms
    recruit "roman praetorian cavalry new" 0 requires factions { romans_julii,romans_brutii,romans_scipii, } and hidden_resource rome and marian_reforms
    recruit "east immortals" 0 requires factions { parthia, }
    agent diplomat 0 requires factions { romans_julii,} and hidden_resource home
    upgrade_bodyguard 1
    law_bonus bonus 10 requires factions { romans_scipii, } and hidden_resource spqr
    happiness_bonus bonus 10 requires factions { romans_scipii, } and hidden_resource spqr
    happiness_bonus bonus 10 requires factions { barbarian, carthaginian, eastern, parthia, egyptian, greek, }
    law_bonus bonus 10 requires factions { barbarian, carthaginian, eastern, parthia, egyptian, greek, }
    recruit "roman peasant" 0 requires factions { romans_julii, }
    }
    construction 16
    cost 14000
    settlement_min large_city
    upgrades
    {
    }


    i'm beginning to think it's something to do with hidden resources in the mod as it turns out that the 'elite' hidden resource is not working i.e Sparta has elite hidden resource but despite armoured hoplites needing it to be built they are not recruitable no matter what barracks i get there. Is there prehaps a limit on the amount of different hidden resources you can have

  9. #9

    Default Re: export_descr_buildings

    You can have up to 64 hidden resources.

    The code here looks fine, so there must be something wrong with descr_regions... The mod you're working on doesn't by any chance have two map.rwm files, right? One in the maps/base folder and one in maps/campaign/imperial_campaign?

  10. #10
    Ramashan's Avatar Artifex
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    Default Re: export_descr_buildings

    Me thinks it may be in the descr_regions.

    Best test is to make sure the city you plan on recruiting from has the appropriate hidden_resource attached;

    Code:
    Britannia_Superior            
        Londinium
        armenia
        Iceni
        232 41 46
        timber, pigs, corinth
        5
        8
    delete the map.rmw

    then go to that settlement and see if the unit is available. Also make sure that settlement has the proper building level in order to recruit your unit.

    This is the only thing I can think of is the hidden_resource. Another way to test this is the simply remove the hidden_resource and see if the unit is available.
    Under the Patronage of Lord Condormanius

  11. #11

    Default Re: export_descr_buildings

    I have tested most things suggested above as i have already said so it's not the following(as far as i can see)
    Wrong settlement
    Wrong building
    wrong hidden resource
    Wrong EDB (Unless i've put in and hidden resource bit in wrong)
    i've already said i've tested them without the 'and hidden resource corinth/athesn line in and they worked
    no crashes or errors other than i can't recruit them
    i have done this and succeded before with vanilla but it may have something to do with SPQR but it would seem odd that hidden resources are the only odd/strange thing

  12. #12

    Default Re: export_descr_buildings

    Have you checked if SPQR has two different map.rwms?

  13. #13

    Default Re: export_descr_buildings

    i'm afraid i could only find the one

  14. #14

    Default Re: export_descr_buildings

    Your problem is quite weird...


    In EDB, try using an already existing hidden resource (italy, for example) for those units, and see if it works.

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