this is very helpful thanks, i am currently trying to mod barbarians to be able to build trade ports in capital cities, with british, odyssia, and tylis being able to build them anywhere. What i did was make the barbarian port upgradeable to roman trade port and adding the buildings in building_culture_variants table. But its been crashing the game at load every time, hopefully this guide will help to me fix it.
i've checked it over, it still crashes if any of the custom lines for the ports in building_culture_variants table exist. here is a link for my mod:
http://www.filedropper.com/crashingmod
please take a look if you can and tell me what im doing wrong
the specific lines in the table that cause the crash before the sega screen are the ones in building_culture_variants table that allows barbarians to build rome's major city trade ports and those that allow british subcultures, and tylis, and odryssia to build rome's minor city trade ports.
Update here. Big Update.
Ai will NOT build or use any custom buildings added to the game without the proper references added to all the appropriate CAI DB tables. When you get back around to this tutorial cryzyndm, adding these to the dependencies tables would probably be a good idea. As if buildings weren't tedious enough, now they take even longer to add.
Got to put out an emergency hotfix to my MR asap!
EDIT: Well I got the AI to build new Superchains no problem. And upgrade them. The problem is with building instances. So when trying to make new building instances, no matter what CAI values I apply to them, the AI simply will not build them. (Unless Im missing something). I am experimenting with tying them to existing instances and not allowing them to convert now. Lets see if the AI will build them now.
Last edited by Xil0; December 07, 2013 at 03:02 PM.
It’s better to excite some and offend others than be bland and acceptable to all
Creating a mod.pack with PFM - Database Table Fragments
My apologies for the long wait, busy + 1 liddle typo = extremely frustrated.
Thanks again to Xil0 for his help
Added:
- tutorial: building chains
- tutorial: building superchains
- Cai tables
It’s better to excite some and offend others than be bland and acceptable to all
Creating a mod.pack with PFM - Database Table Fragments
Do either of you know how to mod AI building priorities? I am trying to correct the AI's tendency to build way too many temples at the expensive military buildings...any help appreciated. I can't figure out what table even controls the build priority.
I have tried this 9 serparate times, and i cannot create anything that will show in game. I believe the problem is that I am creating a lvl 0 building, which doesnt seem to be called in the Upgrades table. Am i missing something?
What are you trying to do?
A root (level 0) structure will require a new chain (and probably superchain).
It’s better to excite some and offend others than be bland and acceptable to all
Creating a mod.pack with PFM - Database Table Fragments
I have created a new Superchain, chain and subchain, but tying things together at the subchain level seems to causing a problem (I believe). I am trying to create an auxiliary port for major cities, and I am trying to follow the guide you have generously provided, but I keep getting confused at the subchain point. It seems that I cannot connect the building to the subchain, perhaps because I have only created the lvl 0 building atm?
Assuming that things aren't crashing, the problem here is that the port chain is pre-assigned in the startpos and can't be destroyed to replace it with your new chain. It would probably work better if you just use the existing port chain, and make your aux port a subchain of that (having your structure appear at the second level where it normally splits up).
Alternatively, you could edit the region loadouts in the startpos and pre-assign your structure, or edit the root port structure to enable you to remove it completely (building_levels -> column: destruction_terminator = false) giving you access to both level 0 structures.
It’s better to excite some and offend others than be bland and acceptable to all
Creating a mod.pack with PFM - Database Table Fragments
Hello,
I'm currently on a project to do a province simulation for rome 2 and I'm wondering where did you found those files (buildings.pack, etc).
If you could point me in the right direction, i will be very grateful.
Thanks
http://www.twcenter.net/forums/showt...teps-using-PFM
Those packs are the ones I made.
It’s better to excite some and offend others than be bland and acceptable to all
Creating a mod.pack with PFM - Database Table Fragments
So, where did you found the informations inside ? I didn't found informations about buildings/technology inside the .packs of the game itself, any help appreciated
ps : if this is too much off topic , let me know it
data_rome2.pack\db\<tables listed in OP>
From there, trial and lots of error![]()
It’s better to excite some and offend others than be bland and acceptable to all
Creating a mod.pack with PFM - Database Table Fragments
THANK YOU so much, crzy!!! My tenth attempt worked! I am nearly as grateful as I am excited to resume moddingThank you for putting so much into the modding community, and if a lowly nub can be of service sometime I will avail myself
Thanks again
Sry it took so long to respond, but my work schedule was hectic. I just got it working and I am eager to get back to it! Thanks again![]()
Scrub that, the forms aren't updated for Rome 2 at all, and are slow and clunky to boot.
Spoiler Alert, click show to read:
Last edited by crzyrndm; January 27, 2014 at 09:13 PM.
It’s better to excite some and offend others than be bland and acceptable to all
Creating a mod.pack with PFM - Database Table Fragments
One small but very significant update, building_upgrades_junction does NOT have to link consecutive structure levels.
Why is this important? Because the conversion function is limited to structures with the same level. By using different structure levels in building_levels you can control what can convert to what![]()
It’s better to excite some and offend others than be bland and acceptable to all
Creating a mod.pack with PFM - Database Table Fragments
Updated, only CAI table required is cai_construction_system_building_values
It’s better to excite some and offend others than be bland and acceptable to all
Creating a mod.pack with PFM - Database Table Fragments
Amazing, very helpful
EDIT: I noticed the only used building table you haven't included is building_chain_to_slots... is there a reason for this?
Last edited by Biggus Splenus; February 04, 2014 at 03:40 AM.
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