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Thread: Creating buildings in-game

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  1. #1

    Icon1 Creating buildings in-game

    Hey RTR folks,

    I posted a thread previously about certain towns not being able to advance their government tree past Occupation, but it sounds like I might just have a bad install or a glitch or something. Is there a console command for adding buildings in an ongoing campaign? I am going to have serious issues with those two towns if I'm not able to put in the new government structures. The game was well advanced by the time I noticed the issue and I don't really have a save game near when I conquered them.

    The vanilla create_building command doesn't seem to work, or I'm doing it wrong, so if that is the method of adding a building could someone put up the code for adding a Hegemony I or Kleroi to Carthage? Thanks much!

    DKM

  2. #2
    Hannibal Baca's Avatar Decanus
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    Default Re: Creating buildings in-game

    If you are using win7 than consloe wont work.
    Tutorial i found on TWC Support forums.
    first, you go to the map "data".
    now go to the map "text".
    use a standard text editor (like notepad/word etc.) to open "descr_shortcuts"
    go down until u see "misc." (at the start of the line)
    there should be a line with "show_console" here, and it says "hidden" behind it.
    remove "hidden" and save the file

    start Rome: Total War, go to controls and press reset to default
    there should now be a line "show debug console" in the list of misc. controls
    set whatever key u like to it, press the key during the game, and there you go, a nice console"
    Last edited by Hannibal Baca; August 17, 2012 at 04:48 AM. Reason: Found it

    Developer also i am part of Rise of Nations and Black Knights.
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  3. #3

    Default Re: Creating buildings in-game

    I'm fairly certain mine still works, despite using Win7, because I've used other cheat commands successfully. Create_unit was one I used when I didn't receive my Spartan units at the correct time. Some of the commands don't work like they did in vanilla though, so I was wondering if anyone knows of an updated command for create_building.

  4. #4
    Hannibal Baca's Avatar Decanus
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    Default Re: Creating buildings in-game

    RTRVII uses BI engine so this cheats shoud work.
    http://www.cheatcc.com/pc/rome_total...ats_codes.html

    Developer also i am part of Rise of Nations and Black Knights.
    Tiger of Islam Group

  5. #5

    Default Re: Creating buildings in-game

    That's the site I got the original code I was trying to use from. If someone knows how to make the create_building code work in RTR can you please put up an example? I don't use codes often, so the format often throws me.

  6. #6
    Hannibal Baca's Avatar Decanus
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    Default Re: Creating buildings in-game

    Those are BI cheats they shoud work on BI .
    Maybe win7 wont support cheats you need to enable them.
    I tried to build base_reforms it didn't work activate console by tutorial and try again .

    Developer also i am part of Rise of Nations and Black Knights.
    Tiger of Islam Group

  7. #7
    Maurits's Avatar ЯTR
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    Default Re: Creating buildings in-game

    Do you realise that you will probably need to use the building's internal name to successfully spawn it?

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  8. #8

    Default Re: Creating buildings in-game

    That's kinda what I thought. Any ideas what the proper name would be and whether any special symbols like quotes or under-scores are necessary? For Kleroi, as an example, I tried both the in-game name and epirote_govt_7. Neither worked. I'm also wondering if there is more to the command than just create_building. Do I need to be in a city's building browser in order for it to work? How does the game know which town to put the building in?

  9. #9
    Hannibal Baca's Avatar Decanus
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    Default Re: Creating buildings in-game

    What is inter game name for base_reforms ?

    Developer also i am part of Rise of Nations and Black Knights.
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  10. #10
    Maurits's Avatar ЯTR
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    Default Re: Creating buildings in-game

    Today, I tried some commands like add_population and process_cq. I got neither of them working. It seems like in RTR, only basic commands like 'auto_win' or 'toggle_fow' work. Of course, I'm a noob when it comes to cheating, so maybe it's just me doing something wrong.

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  11. #11
    Caligula Caesar's Avatar Horse Lord
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    Default Re: Creating buildings in-game

    I've definitely used process_cq. I think, but am not 100% sure, that it uses the name that you see rather than the internal name for settlements. It might be the other way round, though. The internal names can be found in text/b_i_regions_and_settlements_...

    I can't remember for sure on the other two, but I know that a lot of the so-called cheats don't actually work, and have to be put into the script. This can actually be done quite easily. Just add something along these lines to data/scripts/show_me/background_script:

    monitor_event FactionTurnStart FactionType [internal faction name]
    and FactionIsLocal
    console_command ["cheat"]
    end_monitor

    Then activate the script, hit end turn, and the desired effect should happen at the start of the next turn. Don't forget to remove it afterwards, or it will trigger again and again
    RTR-VII Team Leader and Leader of Fortuna Orbis, an RTR Submod

    "History has only one concern and aim, and that is the useful; which again has one single source, and that is truth." -Lucian of Samosata

    Fortuna Orbis Beta is released!

  12. #12

    Default Re: Creating buildings in-game

    Quote Originally Posted by Caligula Caesar View Post
    I've definitely used process_cq. I think, but am not 100% sure, that it uses the name that you see rather than the internal name for settlements. It might be the other way round, though. The internal names can be found in text/b_i_regions_and_settlements_...

    I can't remember for sure on the other two, but I know that a lot of the so-called cheats don't actually work, and have to be put into the script. This can actually be done quite easily. Just add something along these lines to data/scripts/show_me/background_script:

    monitor_event FactionTurnStart FactionType [internal faction name]
    and FactionIsLocal
    console_command ["cheat"]
    end_monitor

    Then activate the script, hit end turn, and the desired effect should happen at the start of the next turn. Don't forget to remove it afterwards, or it will trigger again and again
    Can you throw in an example of what it would look like for the Epirotes to add a Hegemony I to Carthage? All that other stuff is pretty complex for me. But being able to put those buildings in there would let me continue my campaign. I'm starting to come up against the unrest wall.

  13. #13
    Caligula Caesar's Avatar Horse Lord
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    Default Re: Creating buildings in-game

    Try this:

    monitor_event SettlementTurnStart SettlementName QART~HADAST
    console_command create_building Qart_Hadast epirote_govt_8
    terminate_monitor
    end_monitor

    Simply put it after "; 1.0 Misc ;" in the script file. Oh, and I can't recall what Carthage is known as in the last patch. If it isn't Qart Hadast, then find it in text/barbarian_invasion_regions_..._..._... and replace the settlement names in the script with the names there (the one in the { } will be the one you replace Qart_Hadast with, and the capitalised one QART~HADAST).
    RTR-VII Team Leader and Leader of Fortuna Orbis, an RTR Submod

    "History has only one concern and aim, and that is the useful; which again has one single source, and that is truth." -Lucian of Samosata

    Fortuna Orbis Beta is released!

  14. #14

    Default Re: Creating buildings in-game

    Quote Originally Posted by Caligula Caesar View Post
    Try this:

    monitor_event SettlementTurnStart SettlementName QART~HADAST
    console_command create_building Qart_Hadast epirote_govt_8
    terminate_monitor
    end_monitor

    Simply put it after "; 1.0 Misc ;" in the script file. Oh, and I can't recall what Carthage is known as in the last patch. If it isn't Qart Hadast, then find it in text/barbarian_invasion_regions_..._..._... and replace the settlement names in the script with the names there (the one in the { } will be the one you replace Qart_Hadast with, and the capitalised one QART~HADAST).
    Thank you thank you thank you thank you CC. This worked perfectly, as advertised. The names for Carthage were different, as you suspected, being Carthage and CARTHAGO instead of Qart Hadast, but otherwise your fix worked flawlessly. The integration is a bit weird, as I had to exit all the way back out of the game and reload to make the game "see" the new building and adjust settlement unrest accordingly, but otherwise it is perfect. All the units are there, unrest seems to be right, it's all good!

    Even after building Hegemony I, I don't see the tree in Carthage's building browser. This doesn't particularly surprise me, being a forced build, but something I noticed. I'll have to use this strategy a bit down the road to put in a Hegemony II, but now that I know what to do it will be easy. It also didn't overwrite the Occupation that was already there, but demolishing the occupation and reloading the game reset the settlement to using the Hegemony.

    Again, many thanks CC!!! ++++rep

    This would have been a severe annoyance if it wasn't fixable. I'm glad there was an option!

    - DKM

  15. #15
    Hannibal Baca's Avatar Decanus
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    Default Re: Creating buildings in-game

    Caligula choud you do it whit base reforms building for Achean Leuage ?

    Developer also i am part of Rise of Nations and Black Knights.
    Tiger of Islam Group

  16. #16
    Caligula Caesar's Avatar Horse Lord
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    Default Re: Creating buildings in-game

    Try this

    monitor_event SettlementTurnStart SettlementName AIGION
    console_command create_building Aigion base_reform
    terminate_monitor
    end_monitor

    (and don't forget to remove it afterwards - the building browser would look very strange with 30 reform buildings in it )
    RTR-VII Team Leader and Leader of Fortuna Orbis, an RTR Submod

    "History has only one concern and aim, and that is the useful; which again has one single source, and that is truth." -Lucian of Samosata

    Fortuna Orbis Beta is released!

  17. #17
    Hannibal Baca's Avatar Decanus
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    Icon14 It is alive muhahaha

    Thanks @Caligula Caesar ,now i can trigger all reforms that are not working.
    +Rep
    Edit:
    It is working just fine,i posted a picture under the spoiler as prof.
    The Prof

    Off Thread:
    Is RTR VII going to put all non map and txt files in pack ?
    It will increse speed and reduce lags on multicore PC-s.
    Last edited by Hannibal Baca; August 26, 2012 at 04:37 AM.

    Developer also i am part of Rise of Nations and Black Knights.
    Tiger of Islam Group

  18. #18
    Caligula Caesar's Avatar Horse Lord
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    Default Re: Creating buildings in-game

    Pleasure to be of help

    I've never been able to master the art of packing and unpacking, so I can't say whether we'll do it It would make the download bigger, though.
    RTR-VII Team Leader and Leader of Fortuna Orbis, an RTR Submod

    "History has only one concern and aim, and that is the useful; which again has one single source, and that is truth." -Lucian of Samosata

    Fortuna Orbis Beta is released!

  19. #19
    Hannibal Baca's Avatar Decanus
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    Default Re: Creating buildings in-game

    You chould just include packing tool whit explanation.

    Developer also i am part of Rise of Nations and Black Knights.
    Tiger of Islam Group

  20. #20
    Caligula Caesar's Avatar Horse Lord
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    Default Re: Creating buildings in-game

    Since I can't work out the explanation myself, I am not sure that would help
    RTR-VII Team Leader and Leader of Fortuna Orbis, an RTR Submod

    "History has only one concern and aim, and that is the useful; which again has one single source, and that is truth." -Lucian of Samosata

    Fortuna Orbis Beta is released!

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