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Thread: Has anyone added ports for Goths/Huns?

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  1. #1

    Default Has anyone added ports for Goths/Huns?

    In Barbarian Invasion, that is? Not really sure how to mod that in myself . It drives me nuts that the Goths (Huns too, but I've never really played them much) cant even build basic ports. Neither faction was historically a "naval power"; but neither were the Franks or Alemanni, though both can build ports, if I remember correctly. I dont see where it would overpower their economy (unless Im missing something) to be able to build ports/shipwrights. Goths can build the basic "boats" if they capture a province that already has a port or higher, but I'd much prefer to be able to build my own, just in case.

  2. #2
    Ramon Gonzales y Garcia's Avatar Nobleza y Valor
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    Default Re: Has anyone added ports for Goths/Huns?

    Quote Originally Posted by Wheem
    In Barbarian Invasion, that is? Not really sure how to mod that in myself . It drives me nuts that the Goths (Huns too, but I've never really played them much) cant even build basic ports. Neither faction was historically a "naval power"; but neither were the Franks or Alemanni, though both can build ports, if I remember correctly. I dont see where it would overpower their economy (unless Im missing something) to be able to build ports/shipwrights. Goths can build the basic "boats" if they capture a province that already has a port or higher, but I'd much prefer to be able to build my own, just in case.
    open up your '...bi\data\export_descr_buildings.txt' and look for these lines (these are from INVASIO BARBARORUM and differ from vanilla BI a bit)
    Code:
    building port_buildings
    {
        levels port shipwright dockyard thessaloniki_port porto_classe porto_ostia
        {
            port requires factions { barbarian, carthaginian, eastern, roxolani, slavs, roman, } 
            {
                capability
                {
                    recruit "naval boats"  0  requires factions { barbarian, } 
                    recruit "naval boats"  0  requires factions { carthaginian, } 
                    recruit "naval biremes"  0  requires factions { eastern, } 
                    recruit "naval boats"  0  requires factions { hun, } 
                    recruit "naval boats"  0  requires factions { nomad, } 
                    recruit "naval biremes"  0  requires factions { roman, } 
                    trade_fleet 1 ;trade_base_income_bonus bonus 1
                }
                construction  2 
                cost  800 
                settlement_min large_town
                upgrades
                {
                    shipwright
                }
            }
            shipwright requires factions { saxons, eastern, vandals, goths, roman, } 
            {
                capability
                {
                    recruit "naval boats"  0  requires factions { barbarian, } 
                    recruit "naval large boats"  0  requires factions { barbarian, } 
                    recruit "naval boats"  0  requires factions { carthaginian, } 
                    recruit "naval biremes"  0  requires factions { eastern, } 
                    recruit "naval triremes"  0  requires factions { eastern, } 
                    recruit "naval boats"  0  requires factions { hun, } 
                    recruit "naval boats"  0  requires factions { nomad, } 
                    recruit "naval biremes"  0  requires factions { roman, } 
                    recruit "naval triremes"  0  requires factions { roman, } 
                    trade_fleet 2 ;trade_base_income_bonus bonus 2
                }
    text highlighted in red is the faction/s that can build these buildings
    ex.
    Code:
       port requires factions { barbarian, carthaginian, eastern, roxolani, slavs, roman, }
    means all barbarians (franks, lombards, burgundians, etc) carthaginians (berbers) eastern (sassanids), roxolani, slavs, roman (WRE,ERE, etc)
    can build this building. u can use cultures or factions.
    goths are 'nomad' (culture) in vanilla BI or 'goths' (faction) for goths only
    huns are 'hun' (culture) or 'huns' (faction)

    *note above code is from INVASIO BARBARORUM and goths have been given the ability to build ports, aside from being made into a 'barbarian' culture.
    Ramon Gonzales y Garcia

    INVASIO BARBARORVM II



    Proud patron of Riothamus, Pompeius Magnus and SeniorBatavianHorse
    If we had gone so far, it is because we stand on the shoulders of giants

  3. #3

    Default Re: Has anyone added ports for Goths/Huns?

    Works like a charm, thanks a lot

  4. #4

    Default Re: Has anyone added ports for Goths/Huns?

    Would you mind answering another semi-related question for me?

    It sorda bothered me that Goths were "Nomad" rather than "Barbarian" (and I see this has been 'corrected' in the IB mod). I figure, since Im making small tweaks, I might as well fix that for vanilla myself. It was easy, and I've got the Goths setup the way that I want them except for one thing - the Pagan temples are incorrect. The type of temple seems identical, but the particular deity is not what it should be (minor detail I suppose, but Im picky). Im assuming this is because the default temples for Barbarian culture are replacing the previously Nomad ones of the same temple type. One would think there would be a fairly simple way to change this, but I havent been able to find it.

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