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  1. #1

    Default EDB, EDBE and ED Text

    I messed around with the Export_Descr_Buildings, but if I remove a building can I leave the elements in the Export_Descr_Buildings_Enum as well as in the export_building file in the /data/text/ folder? And if I don't, will that cause a crash?

    I've done so, as well as add some more buildings, but the game CTD without telling me why. I've run the EDB Validator and it found no errors, and the error logs say nothing. What did I do wrong? EDB is attached below.

    EDIT:
    EDB later in thread most recent.
    Last edited by rebelyell2006; January 20, 2011 at 04:51 PM.

  2. #2
    irishron's Avatar Cura Palatii
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    Default Re: EDB, EDBE and ED Text

    The enums are no longer used and the export_buildings you don't need to remove.

  3. #3

    Default Re: EDB, EDBE and ED Text

    So what is causing the CTD?

    EDIT:

    [If I remove a faction's ability to construct a building, will that cause a CTD if the descr_strat includes it? But it would warn me, and this would not prevent me from playing custom battles. These CTD start before the game fully loads, so I am inclined to believe it is not that.] EDIT: I corrected the descr_strat and still having problems.

    If I remove the cannon building, do I need to make sure there are no character traits/ancillary triggers that use that? Will that cause the game to not load without explanation?

    EDIT 3:
    I just added back every building that I removed, and still, when I click on the M2TW icon the game briefly loads then closes without a warning. So that means the problem is with the two buildings that I added. They use the hinterland building system. So what is wrong?
    Last edited by rebelyell2006; January 20, 2011 at 02:33 PM.

  4. #4
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    Default Re: EDB, EDBE and ED Text

    With EDB modding I've had CTDs with no error many times. Several times I've just had to do the work again. Other times I've had all my 'undos' still loaded, and managed to work out it was a syntax error somewhere. Whether all EDB CTDs that don't leave an error are syntax related, I have no idea.

  5. #5

    Default Re: EDB, EDBE and ED Text

    Does the spacing need to line up perfectly in EDB?

  6. #6
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    Default Re: EDB, EDBE and ED Text

    Ummmm don't know, not sure what you mean.

    I stick with single spaces for most between text bits, except recruitment, and then use tabs everywhere else.

    If it matters whether or not I do this, I have no idea because I always do this. Sorry, not much help I guess.

  7. #7

    Default Re: EDB, EDBE and ED Text

    For example, there are exactly 16 spaces between the begining of a line and "recruit_pool". If I use 15 instead, will that cause a problem? Does it matter if the brackets are perfectly aligned?

    EDIT:
    Never mind, that isn't a problem.
    Last edited by rebelyell2006; January 20, 2011 at 03:01 PM.

  8. #8
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    Default Re: EDB, EDBE and ED Text

    The problem is that removing a buildings from EDB is not something that should ever be done, since probably half the files in the game refer to EDB so all of them need to be checked and have references to that building removed. The best bet is to re-purpose the building but do not delete it.
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  9. #9

    Default Re: EDB, EDBE and ED Text

    I've put everything back in, as posted above.

    A neat thing I try when finding errors is to add the number 2 in middle of a letter string, and if the error log states that is the problem then the unknown CTD error is after it. I've narrowed it down to where the problem is (or rather, where the intentional bug no longer appears in the error log), but I have no idea what the problem is. For some strange reason, it is rejecting the shire_watch building but it won't state why. And that is really bugging me.

    EDIT 2:
    I just rearranged the buildings a bit, and the game won't recognize the building upgrades for the two new buildings I added, just the baseline buildings. What is wrong?

    EDIT 3:
    Could someone look at the below EDB, particularly at the levy_barracks and retinue_barracks? Those two buildings are giving me problems and I don't know why.

    EDIT 4:
    I've compared them to the vanilla missile building, and the only differences are in prices and names. Nothing else (when units are stripped away). So, is there something about the words "feudal", "muster", "garrison", "knights", etc, that make them off-limits for game-play? Or is the game just rejecting new buildings?
    Last edited by rebelyell2006; January 20, 2011 at 04:32 PM.

  10. #10

    Default Re: EDB, EDBE and ED Text

    Start the campaign exit it and then submit the log file that will point out the errors in your EDB file.
    Make sure you have the error checking enabled in your .cfg file.

  11. #11

    Default Re: EDB, EDBE and ED Text

    Here's what happens. I click the M2TW icon, it tries to load for about half a second, then just closes itself out. When I add an intentional error in the shire_muster building, the log file tells me that there is an error. If not, then it does not give an error message.

    EDIT: There are no known errors. The EDB Validator found none. I've looked at what I've added, and the only problem I can find is the game's inability to accept new buildings. I do not think I've maxed out anything, as those 2 buildings (with 3 upgrades each) are the only new ones.

  12. #12

    Default Re: EDB, EDBE and ED Text

    Your error lies in the export_buildings.txt from the looks of it make sure it has all the entires for the new buildings the file is in data\text folder.

  13. #13

    Default Re: EDB, EDBE and ED Text

    Do I need to flesh out the entries in export_buildings.txt or can I just put in
    {shire_drill_square}
    {shire_drill_square_desc}
    {shire_drill_square_desc_short}
    {shire_drill_square_northern_european}
    {shire_drill_square_northern_european_desc}
    {shire_drill_square_northern_european_desc_short}
    {shire_drill_square_mesoamerican}
    {shire_drill_square_mesoamerican_desc}
    {shire_drill_square_mesoamerican_desc_short}
    {shire_drill_square_middle_eastern}
    {shire_drill_square_middle_eastern_desc}
    {shire_drill_square_middle_eastern_desc_short}
    {shire_drill_square_eastern_european}
    {shire_drill_square_eastern_european_desc}
    {shire_drill_square_eastern_european_desc_short}
    {shire_drill_square_greek}
    {shire_drill_square_greek_desc}
    {shire_drill_square_greek_desc_short}
    {shire_drill_square_southern_european}
    {shire_drill_square_southern_european_desc}
    {shire_drill_square_southern_european_desc_short}

    as placeholders until I feel like typing it all out?


    EDIT:

    BINGO! Turns out it does need to be fleshed out. I added "PLACEHOLDER" after each entry, and it works now. Thank you.
    Last edited by rebelyell2006; January 20, 2011 at 05:10 PM.

  14. #14

    Default Re: EDB, EDBE and ED Text

    Quote Originally Posted by rebelyell2006 View Post
    BINGO! Turns out it does need to be fleshed out. I added "PLACEHOLDER" after each entry, and it works now. Thank you.
    Glad to help bro.

  15. #15
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    Default Re: EDB, EDBE and ED Text

    Have you tried my gadget for generating export_buildings entries? Saves a lot of copying to and fro (Excel based).

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