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Thread: Removing Technology Requirements for Buildings

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  1. #1

    Default Removing Technology Requirements for Buildings

    I would like to edit the files so that all buildings can be constructed without researching technologies, like building Encampments without Heaven and Earth. I've tried editing the buildings_to_technologies_requirements table, but it doesn't seem to work. Can I have a bit of assistance?

  2. #2

    Default Re: Removing Technology Requirements for Buildings

    Doesn't work how? As in you edited the table and it didn't show up in game?

  3. #3

    Default Re: Removing Technology Requirements for Buildings

    It doesn't work because the requirements are still in the data.pack. In order to remove or change the technology requirements you'd need to make completely new buildings, which is easier than it sounds, easier than making a new unit.

  4. #4

    Default Re: Removing Technology Requirements for Buildings

    I'll try to do that then. Thanks.

  5. #5

    Default Re: Removing Technology Requirements for Buildings

    You shouldn't have to make any new buildings. You can just remove the tech requirements from the data pack with an editor, and it will overwrite the default game data if it save correctly. Are you using pack file manager or Tweak?

  6. #6

    Default Re: Removing Technology Requirements for Buildings

    Quote Originally Posted by proxyasian View Post
    You shouldn't have to make any new buildings. You can just remove the tech requirements from the data pack with an editor, and it will overwrite the default game data if it save correctly. Are you using pack file manager or Tweak?


    Tha game overwrites value by entries, not by tables. So it is impossible to overwrite a vanilla value without put a new value in the same entry, as the game will always load the default value in those entries which are not presented in your new table.

  7. #7

    Default Re: Removing Technology Requirements for Buildings

    Ah, of course. However, it would be much easier to just change all of the tech requirements to say, bushido. That way, all of the buildings would be unlocked after only two turns of research.

  8. #8

    Default Re: Removing Technology Requirements for Buildings

    Quote Originally Posted by proxyasian View Post
    Ah, of course. However, it would be much easier to just change all of the tech requirements to say, bushido. That way, all of the buildings would be unlocked after only two turns of research.
    Only entries with the same ID will be recognized as "the same entry". Since the tech requirements of units&buildings don't have an ID attached to them, your changed tech requirement will always be regarded as a "new" entry

  9. #9

    Default Re: Removing Technology Requirements for Buildings

    Is there a tutorial available for making new buildings? I'm going to try making a mod revising the building trees.

  10. #10
    Artifex
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    Default Re: Removing Technology Requirements for Buildings

    Quote Originally Posted by ScarletFrog View Post
    Tha game overwrites value by entries, not by tables. So it is impossible to overwrite a vanilla value without put a new value in the same entry, as the game will always load the default value in those entries which are not presented in your new table.
    It's not impossible. Frodo suggested the following approach and it does work:
    - Edit "building_required_technology_junctions" table with TWeak.
    - Export the table into binary format with the help of BoB.
    - Create a "patch" pack file with PFM.
    - Import your edited table into PFM. The table's name must not be altered!
    - Save it and put this pack file into the Shogun II data folder.
    - Now the game accepts your changes.
    My Mod:
    Shogun II Total Realism
    A realism mod for Shogun II, Rise of the Samurai and Fall of the Samurai

  11. #11

    Default Re: Removing Technology Requirements for Buildings

    Quote Originally Posted by Destin Faroda View Post
    It's not impossible. Frodo suggested the following approach and it does work:
    - Edit "building_required_technology_junctions" table with TWeak.
    - Export the table into binary format with the help of BoB.
    - Create a "patch" pack file with PFM.
    - Import your edited table into PFM. The table's name must not be altered!
    - Save it and put this pack file into the Shogun II data folder.
    - Now the game accepts your changes.
    For mods, it is impossible.
    What you suggested is not a mod, but an unofficial patch which will not be accepted by the steam workshop.

  12. #12
    Artifex
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    Default Re: Removing Technology Requirements for Buildings

    Quote Originally Posted by ScarletFrog View Post
    What you suggested is not a mod, but an unofficial patch which will not be accepted by the steam workshop.
    Who cares about the useless steam workshop anyway? Mods are best uploaded to proper filehosters (fast and free-user-friendly) or a dedicated modding site. This allows users to download free mods for free and without hassle. Serious hosters also don't have a ridiculously low 100mb limit.
    My Mod:
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    A realism mod for Shogun II, Rise of the Samurai and Fall of the Samurai

  13. #13
    Junaidi83 de Bodemloze's Avatar Dont Mess With Me
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    Default Re: Removing Technology Requirements for Buildings

    Quote Originally Posted by Destin Faroda View Post
    Who cares about the useless steam workshop anyway? Mods are best uploaded to proper filehosters (fast and free-user-friendly) or a dedicated modding site. This allows users to download free mods for free and without hassle. Serious hosters also don't have a ridiculously low 100mb limit.
    i agree for this one, 100 mb limitation is quite a joke, yeah 100 mb is okey if they give us a tool to compress the mod itself into super tiny size that below 100 mb
    Modding is like accursed wine, you try a sip and you ended empty the whole glass
    Under Proud Patronage of Shankbot de Bodemloze

  14. #14
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    Default Re: Removing Technology Requirements for Buildings

    Quote Originally Posted by junaidi83 View Post
    i agree for this one, 100 mb limitation is quite a joke, yeah 100 mb is okey if they give us a tool to compress the mod itself into super tiny size that below 100 mb
    Well, you could use 7zip. Depending on the size of your mod, it might be able to push it below the 100MB limit.
    My Mod:
    Shogun II Total Realism
    A realism mod for Shogun II, Rise of the Samurai and Fall of the Samurai

  15. #15
    Junaidi83 de Bodemloze's Avatar Dont Mess With Me
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    Default Re: Removing Technology Requirements for Buildings

    the long way is using Destin Faroda, true its long but its legal and user friendly mod, the short way is by removing the table data from original data pack,using pfm. so only your table data from your mod be used in game, but is quite ilegal and not friendly, also consume 2 gb hdd space for make original data pack backup. Me i prefer the short way
    Modding is like accursed wine, you try a sip and you ended empty the whole glass
    Under Proud Patronage of Shankbot de Bodemloze

  16. #16

    Default Re: Removing Technology Requirements for Buildings

    Thank you Destin Faroda, Frodo's technic indeed works, despite needing a bit of clarifying on the "create a "patch" pack file"^^

    If someone like me wonders:

    - You need to go in "Options" and click on "CA Packs Are Read Only" and confirm (the right one^^)
    - Go in "File" (the left one) ==> "My Mods" ==> "New" ==> Put the name you want ==> Put the directory path (it should be automatic, otherwise it is the "Data" directory in your game files) ==> Select your mod
    * I didn't do it and I guess you need your mod NOT to be Optimized but it NEEDS to be installed to be in the Data folder. *
    - Go in "File" (still the left one) ==> "Change Pack Type" ==> "Patch"
    - "Save as" the name you want.
    * Note, if you modify "start_pos" tables, you need to be careful since after this process, when you launch the game, the "rules.bob" file is created again in the campaign directory. *

    Hope it helps another noob like me^^
    Last edited by Carmichael; June 29, 2014 at 06:21 PM.

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