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  1. #1

    Default taxable income bonus for colonies

    Hi, first of all congratulations on how XC is going on, very nice job! In particular I like those garrison buildings, a nice idea to keep public order in trouble situations.

    I have a problem with DTW, I tried to add that taxable_income_bonus bonus 20 entry to the colonies as you have in your EDB.txt, but it results in a CTD. Any idea why? I used this code:

    Code:
    west_colony_1 requires factions { greek, roman, egyptian, }
            {
                capability
                {
                    religious_belief christianity 1
                    religious_belief christianity 1 requires factions { roman, seleucid, carthage, greek_cities, slavs, macedon, romans_brutii, germans, britons, }
                    religious_belief christianity 1 requires factions { egypt, thrace, } and building_present barracks_greek
                    taxable_income_bonus bonus 20 requires factions { roman, seleucid, carthage, greek_cities,  slavs, macedon, romans_brutii, germans, britons, }
                    taxable_income_bonus bonus 20 requires factions { egypt, thrace, } and building_present barracks_greek
                 }
                construction  2 
                cost  2400 
                settlement_min town
                upgrades
                {
                west_colony_2
                west_native
                }
            }
    The code in black is fully working. The game crashes when I add the code marked in red. Plus, I tried both with and without the conditionals in the tax bonuses, it crashes all the same.
    Last edited by Spartan 666; April 06, 2010 at 01:55 PM.


  2. #2
    Zarax's Avatar Triple Chaosmaster
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    Default Re: taxable income bonus for colonies

    A likely culprit is the number of factions covered by the bonus, try putting 8 or less, I'll try taking a better look when I get home.
    The Best Is Yet To Come:

  3. #3

    Default Re: taxable income bonus for colonies

    Otherwise, it may be the religion line. From my testing, religion bonuses don't work with building conditions.

    Expand your borders, a mod based on XGM 5.

  4. #4

    Default Re: taxable income bonus for colonies

    @ Zarax: thanks!

    @ Caesar: sorry, I wasn't clear enough in my first post (I edited it, it's much better now). The code I posted works, even the building conditionals with religion bonuses. It's the tax bonus that doesn't work, even without building conditionals.


  5. #5

    Default Re: taxable income bonus for colonies

    Try putting the tax bonuses before the religion bonuses and see if that works, just on an off chance.

    Expand your borders, a mod based on XGM 5.

  6. #6

    Default Re: taxable income bonus for colonies

    It crashes all the same. It crashes even with the trade bonus.


  7. #7
    Zarax's Avatar Triple Chaosmaster
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    Default Re: taxable income bonus for colonies

    Spartan, which exe are you using?
    The Best Is Yet To Come:

  8. #8

    Default Re: taxable income bonus for colonies

    ALX, I simply refuse to use any other .exe if the mod has ALX compatibility...


  9. #9
    Zarax's Avatar Triple Chaosmaster
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    Default Re: taxable income bonus for colonies

    Try to check if it's an ALX only problem.
    The Best Is Yet To Come:

  10. #10

    Default Re: taxable income bonus for colonies

    Nope, it crashes also with RTW and BI.


  11. #11
    Zarax's Avatar Triple Chaosmaster
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    Default Re: taxable income bonus for colonies

    Ok, did you try putting less factions in?
    The Best Is Yet To Come:

  12. #12

    Default Re: taxable income bonus for colonies

    Yes, I tried to remove all the require factions stuff, but invain. For the game to crash it is sufficient to add ANY bonus, doesn't matter which bonus and how many or which factions that bonus is for.


  13. #13
    Zarax's Avatar Triple Chaosmaster
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    Default Re: taxable income bonus for colonies

    Extremely weird.
    Here's XC equivalent and it doesn't CTD...

    Code:
    barb_colony_1 requires hidden_resource nobuild or factions { romans_brutii, germans, slavs, }
            {
                capability
                {
                    religious_belief christianity 1 requires not factions { barbarian, }
                    religious_belief christianity 2 requires factions { barbarian, }
                    religious_belief christianity 1 requires factions { romans_brutii, germans, slavs, }
                    taxable_income_bonus bonus 20 requires factions { romans_brutii, germans, slavs, }
                }
    The Best Is Yet To Come:

  14. #14

    Default Re: taxable income bonus for colonies

    I know, also XGM uses a similar code and it doesn't crash, that's what surprises me. The only difference is that DTW's code has some building conditionals, but they are for the religion bonus (and they work) and not for the tax or trade or law or whatever bonus.


  15. #15

    Default Re: taxable income bonus for colonies

    Have you actually tried removing all of the conditions for the religion bonuses? I have a strong feeling that that will fix the problem. I tried to do conditionals with religion bonuses some time back but found that they wouldn't work.

    Expand your borders, a mod based on XGM 5.

  16. #16

    Default Re: taxable income bonus for colonies

    That might work but it would damage the cultural system for mixed factions (egypt is greek\eastern and thrace is greek\barbarian). Anyway the game works with those conditions, maybe you don't remember but it was you that helped me coding it!


  17. #17

    Default Re: taxable income bonus for colonies

    I remember helping with the coding, but I forgot some of the specifics.

    Well, all I can say at this point is I'm stumped. You're sure there is nothing else that might be causing the problem?

    Expand your borders, a mod based on XGM 5.

  18. #18

    Default Re: taxable income bonus for colonies

    Honestly I have no idea. Now the game doesn't crash at campaign start before the map appears, but when I open the construction panel and right-click on the colony building.

    If you have a couple of minutes, this is the latest EDB.txt, without taxable bonuses, I really can't see anything wrong. The colony buildings are at the very bottom of the file.
    Last edited by Spartan 666; April 08, 2010 at 12:23 PM.


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