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  1. #1

    Default CTD after adding a building

    I was wondering if anyone had a CTD after adding a building for RTW 1.5? I followed the instructions for add buildings, pre-1.5. Also, is there a limit as to adding building in the export_descr_bldgs file?

    Any help or suggestions would be welcomed!

    Thanx in advance for helping or even viewing!

  2. #2

    Default

    can you copy what you've put in so we can have a look please?

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  3. #3

    Default Here is what I wanted to add to the bldgs file for 1.5

    I was thinking of using the RTR6 system of recruitment using the phases, so I tried it for the romans. The scritping is just like RTR's export_descr_bldgs.txt file except no units and hidden resources requirements (to check to see if it will load):
    ====================================================
    building barracks_roman
    {
    levels auxilia_phase1 auxilia_phase2 auxilia_phase3 muster_field militia_barracks
    {
    auxilia_phase1 requires factions { romans_julii, slave, }
    {
    capability
    {
    law_bonus bonus 1
    }
    construction 4
    cost 800
    settlement_min village
    upgrades
    {
    auxilia_phase2
    }
    }
    auxilia_phase2 requires factions { romans_julii, slave, }
    {
    capability
    {
    trade_base_income_bonus bonus 1 requires factions { roman, }
    law_bonus bonus 1 requires factions { roman, }
    }
    construction 6
    cost 1200
    settlement_min village
    upgrades
    {
    auxilia_phase3
    }
    }
    auxilia_phase3 requires factions { romans_julii, slave, }
    {
    capability
    {
    trade_base_income_bonus bonus 1 requires factions { roman, }
    law_bonus bonus 2 requires factions { roman, }
    }
    construction 8
    cost 1800
    settlement_min village
    upgrades
    {
    muster_field
    }
    }
    muster_field requires factions { romans_julii, slave, }
    {
    capability
    {
    law_bonus bonus 3 requires factions { roman, }
    }
    construction 8
    cost 3000
    settlement_min town
    upgrades
    {
    militia_barracks
    }
    }
    militia_barracks requires factions { romans_julii, slave, }
    {
    capability
    {
    law_bonus bonus 3 requires factions { roman, }
    }
    construction 8
    cost 1000
    settlement_min large_town
    upgrades
    {
    }
    }
    }
    plugins
    {
    }
    }
    ============================================================
    added auxilia_phase1's and phase2's to the enums and export_bldg.txt files.

    Just to remember, it is exactly like the RTR6 setup.

  4. #4

    Default

    I've tried again but no luck. I think that 1.5 is limited or the base packs folder is only read for the buildings. Secondary folders for buildings will not be read. Is it possible?

  5. #5

    Default

    Put -show_err in the game's shortcut to see what's the problem.

  6. #6

    Default

    The culture name of carthaginian has changed to ct_carthage. If you used carthaginian in export_buildings.txt, this is most likely the cause of the bug. But if you copied it from another RTW 1.5 building, it'll be a typo in the export_descr_buildings (EDB). 1.5 is more strict when it comes to typos, and you should not copy 1.2 info to 1.5, but create your stuff from scratch and only use parts of the 1.5 EDU, unless you know how everything goes.
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  7. #7

    Default 1.5-Adding buildings now fixed

    Thanks Nero for the heads up. But I am keeping the 1.5 and just adding to it. As you can see, i am only adding the the pahses for the julii.

    Ok! I got the buildings to load up in the game. I tested it with buildings from RTR (The Phases) and EB (Nomad Camp). My mistakes were on the strat file and not paying close attention.

    I changed one thing and left the other unchanged. For example, in the EDB file, which I did correctly:

    building barracks_roman and so on.

    In the strat file:

    building
    {
    type barracks muster_field
    }

    What does this result in?
    ---The game will load and the map generated, but the barracks won't be of roman culture, it will say "Barracks (Greek)"---I am guessing the default between greek and roman. A player can destroy this greek culture building to get 200 denarii (may be a circumvension of the game for money :-P), and it won't be overwritten after constructing the first level roman barrack.

    The corrected line:
    building
    {
    type barracks_roman muster_field
    }

    -----Now the building will be of roman culture.

    I basically just followed step by step in adding the two new buildings to the 1.5 version. In the enums file, i put all entries at the bottom; also, the same thing for the text folder bldgs file.

    As a result of this, the game will read the secondary UI folder for buildings, interfaces etc.

    PS: I got the loading screens for RTR6 and EB to work; EB's interfaces also work; RTR6 units also load up well.

    I unpacked the EB packs folders to get the buildings. I then added these building to the secondary UI folder.

    I am a happy happy bugger... ;-))
    Last edited by Proximus; March 24, 2006 at 01:42 AM.

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