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  1. #1
    Polycarpe's Avatar Back into action!
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    Default Limiting building in EDB?

    Good day, I have an issue regarding the EDB. I want to totally removing guilds and make buildings instead of guild so the player can now choose which guild to build. And I'll use the "not_building_present" coding for limiting them in each settlement.

    The thing is, I would like to make the third level of the building limited as one per faction (as normal guild), is there a way to combine coding to do so?

    Also, it there a coding that reduce the cost of mercenary units?

    Regards.
    Last edited by Polycarpe; May 26, 2011 at 09:43 PM.

  2. #2

    Default Re: Limiting building in EDB?

    You can adjust the costs of mercenaries in descr_mercenaries.txt, which is located in the /imperial_campaign/ folder, or you can create a trigger for assigning family members the mercenary_captain ancillary. For example:


    Trigger mercenary_captain_vnv_trigger2
    WhenToTest CharacterComesOfAge
    Condition IsGeneral
    and SettlementBuildingExists = mustering_hall

    AcquireAncillary mercenary_captain chance 10

    or chance 100, whatever you like better.

    As for the guild thing, you would need to remove the "guild_" prefix from the building's name in the EDB and in data/text/export_buildings.txt, and remove all references to that guild from export_descr_guilds.txt. I am not sure about how to limit one headquarters per faction. And for some reason the "not" statement tends to cause the game to crash or the building to not appear whenever I try it, so something you can do is to add the "temple_" prefix before the buildings' names and they will behave like RTW temples, but that would throw off the churches.

  3. #3
    Polycarpe's Avatar Back into action!
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    Default Re: Limiting building in EDB?

    Quote Originally Posted by rebelyell2006 View Post
    You can adjust the costs of mercenaries in descr_mercenaries.txt, which is located in the /imperial_campaign/ folder, or you can create a trigger for assigning family members the mercenary_captain ancillary. For example:


    Trigger mercenary_captain_vnv_trigger2
    WhenToTest CharacterComesOfAge
    Condition IsGeneral
    and SettlementBuildingExists = mustering_hall

    AcquireAncillary mercenary_captain chance 10

    or chance 100, whatever you like better.

    As for the guild thing, you would need to remove the "guild_" prefix from the building's name in the EDB and in data/text/export_buildings.txt, and remove all references to that guild from export_descr_guilds.txt. I am not sure about how to limit one headquarters per faction. And for some reason the "not" statement tends to cause the game to crash or the building to not appear whenever I try it, so something you can do is to add the "temple_" prefix before the buildings' names and they will behave like RTW temples, but that would throw off the churches.
    I see, I have a blank, don't remember which file is needed to link trait triggers to building.
    Could you explain me more what the "temple" do? I never played RTW but looks interesting.

  4. #4

    Default Re: Limiting building in EDB?

    In RTW, there are multiple religious buildings, but only one can be built in that settlement. The "temple_" prefix added to the beginning of the building's name marks it as such a building. For example, if you have temple_merchants_guild and temple_assassins_guild, when you click on one and add it to your construction queue, the other will disappear and not be constructable. The "guild_" prefix works in a similar way but the building has to have an entry in export_descr_guilds.txt that includes thresholds and triggers. As I stated, that would create problems with the churches in M2TW because there are temple_catholic, temple_orthodox and temple_muslim. The three church trees have "temple_" added to the beginnings to prevent the game from having more than one church in a settlement. I am not certain, but I think that the phrase "religion orthodox" or catholic or whatever at the beginning of the building tree means that the building will be destroyed if the settlement is taken over by a faction other that particular religion.

    For that sample ancillary trigger, it would be in export_descr_ancillaries.txt.

  5. #5
    RollingWave's Avatar Praepositus
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    Default Re: Limiting building in EDB?

    For the major level guilds, (aka onces that can only have one on the map) you need to set a trigger (which can then in turn be changed into an event_counter) instead of using not building_present.

    You can set the triggers in the campaign script.
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  6. #6
    Polycarpe's Avatar Back into action!
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    Default Re: Limiting building in EDB?

    Quote Originally Posted by RollingWave View Post
    For the major level guilds, (aka onces that can only have one on the map) you need to set a trigger (which can then in turn be changed into an event_counter) instead of using not building_present.

    You can set the triggers in the campaign script.
    I see, I could do a yes-no event script for that matter. it's the most logical script imo. But how to trigger that event? If the settlement who own a major guild reach a specific population value, like a race, the first settlement who reach that required limit is granted the HQ but how to manage it to not repeat that trigger?

  7. #7
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Limiting building in EDB?

    Finish the script part with

    terminate_monitor
    end_monitor










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