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  1. #1

    Default Buildings

    1. Is there a tutorial for creating new buildings?

    2. Has anyone figured out how to make buildings destroyable? Such as Leased Land. I made specialty buildings buildable in a province (eg. build an Armorsmith/Weaponsmith wherever you want), but you can't burn it down, only tear it down to the lowest tier version.

    I was thinking a way to make specialty buildings destroyable is to create an "upgrade" path from a specialty building into a newly created building in a different building chain that *is* destroyable.

  2. #2

    Default Re: Buildings

    Notes/discoveries thus far:

    1. The game does not take kindly to setting a generic building chain as a possible upgrade from a specialty building. The game loads, but it crashes when you try and start a new campaign.

    (eg: Upgrade path from Blacksmith to Rice Paddies, game crash. Upgrade path from Blacksmith to Encampment, game crash.)

    2. Only buildings of an equal or higher chain number are displayed as valid upgrades. For example, you can only upgrade a Barracks (Tier 2 Encampment) into other Tier 2 or higher structures. Although it's valid to list Tier 1 structures as potential upgrades, and the game will load, the upgrade will not be listed under the buildings.

    (eg: Upgrade path from Barracks to Blacksmith, it didn't show up. Upgrade path from Barracks to Armorsmith/Weaponsmith does.)

  3. #3

    Default Re: Buildings

    i think if there is "destruction_terminator" set true for building in "building_levels" table you cant completely burn it down.
    i dont have otomo dlc so i dont know how leased land work but try set "destruction terminator" to false for leased land and check can you burn it down in campaign.

  4. #4
    Hazbones's Avatar Senator
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    Default Re: Buildings

    That is correct what he said ^

    Look in the building_levels table and change the "destruction terminator" column entry to "True" if you want to allow destroying that building or "False" if you don't.
    Keep in mind that I am talking about castle slots, not the slots out in the province.

    If you allow a province slot building to be destroyed, you MUST have a building level lower than the one that was destroyed assigned to appear. If not, all kinds of weirdness will occur.
    To assign buildings to a slot that is located in the building_levels table too in the column "Building_Chain".
    To create the upgrade (or downgrade in this case) chain, that is done in the building_upgrades_junction table.

    My mod does a lot of the things you want to do. See my sig.

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