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Thread: Campaign UI (strat3.rsd & Co)

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  1. #1

    Default Campaign UI (strat3.rsd & Co)

    Since dvk wanted to remove a campaign UI element, and I had some time offline, I tried to tinker a bit with the file(s).

    However, after a few tests, I've come upon this.
    Spoiler Alert, click show to read: 



    I thought at first it was because of what I edited, but since every time I tried something it gave me the same thing, I simply packed the vanilla files, and the results were the same.

    So could someone simply try to pack the .rsd files located in the UI folder, and tell me if he has the same issue, or if it's something I did wrong?
    Thanks.


    PS : I've done a few research on the .rsd file type, and it seems to be an old proprietary database extension which is no longer supported...
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  2. #2
    dvk901's Avatar Consummatum est
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    Default Re: Campaign UI (strat3.rsd & Co)

    There are three files in the patch_0.pak that the game will use first:

    battle3.rsd, shared2.rsd, and strat3.rsd

    The game will actually work even if you delete the files in the ...\data\UI folder. Sooooo......in order to have the game use any modified files, they would need to be in the mod_0.pak, which is looked at before the patch_0 one.

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  3. #3

    Default Re: Campaign UI (strat3.rsd & Co)

    Ok, thanks, so I guess the files I used were outdated, but I forced the gale to read them first.

    I'll see what I can manage to do.
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  4. #4
    dvk901's Avatar Consummatum est
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    Default Re: Campaign UI (strat3.rsd & Co)

    Just out of curiosity, what are you trying to change?

    Since I last mentioned this, I discovered something that 'could' make things better. I'll try to explain.

    The problem I want solved is the ability to destroy buildings you cannot see in the normal RTW building display at the bottom of the strat UI. I sincerely doubt that can be changed there because it would involve having a slide bar instead of just an up or down arrow in order to see the buildings......or, making the box prohibitively bigger, or just too much messing around.

    BUT, in the building browser you can see and figure out all the buildings that have been built in a settlement, AND, the button that would allow you to destroy the building is there...but it's always grayed out so you can't do it.
    If we could make it so that that button would function, and you could destroy a building from the building browser, that would be perfect. Somehow, that button that appears there just needs to function the same way as the other one would.

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  5. #5

    Default Re: Campaign UI (strat3.rsd & Co)

    Well, when edited in hex, the UI elements appear like that.
    RADAR_BUTTON_PLUS..â.ö.–. ª

    I think the 4 characters are x and y position, as well as height and width.
    If that's the case, I thought I could try to change the position of the building display so that more buildings can be seen.
    But one of the downfall would be that it would take a lot of screen estate.


    If I try to do it your way, "simply" copying the code of the normal RTW building display for destructing buildings to the building browser one could work.
    But I thought if there were a lot of buildings, not all of them would be shown?
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  6. #6
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    Default Re: Campaign UI (strat3.rsd & Co)

    Actually, ALL of the buildings built in a settlement show in the browser.......you have to hunt a bit for them, and basically scroll over them to see what's built or not. But, when you conquer a settlement you're doing the same thing anyway,
    only thru the normal process. This would be a way to do it without losing display area anyway.

    Creator of: "Ecce, Roma Surrectum....Behold, Rome Arises!"
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  7. #7

    Default Re: Campaign UI (strat3.rsd & Co)

    Ok, I've finally managed to edit something.
    It was indeed width, height, x, y.

    Spoiler Alert, click show to read: 



    Now let's try to do something constructive with it...
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  8. #8
    dvk901's Avatar Consummatum est
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    Default Re: Campaign UI (strat3.rsd & Co)

    Cool!

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