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  1. #1
    Silven's Avatar Biarchus
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    Default Adding A New Effect To An Already Vanilla Existing Building

    building_effects_junction_STIM_culture
    TEST - OMITTED
    building - rom_BARBARIAN_commons_public_2, 3, and 4
    effect - rom_agent_action_passive_culture_spread FAILED.
    effect - rom_character_culture_conversion_to_state_culture FAILED.
    effect - rom_building_culture_conversion_germanic FAILED.
    effect - rom_building_culture_conversion_to_state_culture FAILED.
    effect_scope - this_province
    value - 2, 3, and 5
    value_damaged - 1, 2, and 3
    value_ruined - 0

    Hello everyone. What you're reading here are my modding notes. While adding the newest features to my mod in preparation for the release of STIM 3.1, I noticed that the Barbarian Culture is painfully short on culture producing buildings. Each subculture under the Barbarian umbrella only has 1 building subchain that produces cultural influence for the province, and these building subchains have the lowest values out of all the culture producing buildings in the game. From Tier 2, 3, and 4, the values for bonus culture are only 2, 3, and 4. Whereas there are roman and hellenic culture buildings that go as high as 4, 8, and 16, and they have multiple building subchains to choose from that provide this stat.

    So I decided to give this culture conversion stat to a 2nd building subchain that would cover all the barbarian factions. I ended up picking the Public (Meeting Hall, Tavern, etc) subchain found in the Commons (Yellow) chain. But I cannot, for the life of me, get the damn thing to work. I've tried 4 different _culture_conversion_ effects keys, and none of them will actually apply the culture bonus to the province. They all manage to get the tooltip for the building to list a new effect stating that cultural influence will apply to the province, but when opening the province details window, the stats never actually get applied the province culture conversion rates.

    I'm thinking there's gotta be something I'm missing in some building_ related table somewhere. Can anyone help?
    Last edited by Silven; May 09, 2014 at 04:10 PM.

  2. #2
    Silven's Avatar Biarchus
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    Default Re: Adding A New Effect To An Already Vanilla Existing Building

    So I found and corrected the problem. Crzyrndm PM'd me his idea on the solution. Not sure why he didn't just post it here in the thread, I dunno. Maybe he was feeling shy. At any rate, credit to him for finding the problem.

    Quote Originally Posted by crzyrndm
    Almost 100% certain you just used the wrong scope. All other buildings giving conversion bonuses use this_region not this_province

    Effects are really touchy about which scope they need

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