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Thread: Not very mod friendly... or is it?

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  1. #1

    Default Not very mod friendly... or is it?

    The 2.0 game has been good so far, although I was disappointed with the small number and high culture requirements upon conquering roman provinces as Macedon, I wanted to take roman lands and use their troops to help me conquer the east and i've been met with 1 triarri every 20 years and a load of Oscan spam. Now to make things more interesting I simply added a line of text (directly copied from the above line) in export descr buildings to add cam hastati to allied government buildings like so:

    recruit_pool "roman infantry hastati camillan" 1 0.06 2 0 requires factions { all, } and hidden_resource italy and region_religion rel_e 5

    Now this little addition is causing the game to instantly crash. Is this a typo, is this because I use steam, or is this because the mod is not mod friendly? (In EB1 I added many units etc through txt editing)

    Any ideas?

  2. #2

    Default Re: Not very mod friendly... or is it?

    Also to just let you know when I remove the extra line of text and restore the file to default the game still crashes. This is not good at all.

  3. #3

    Default Re: Not very mod friendly... or is it?

    Did you use Notepad or Notepad++ to edit the files?

  4. #4

    Default Re: Not very mod friendly... or is it?

    Quote Originally Posted by QuintusSertorius View Post
    Did you use Notepad or Notepad++ to edit the files?
    Just plain old notepad, is Notepad++ another programme, should I use this?

  5. #5

    Default Re: Not very mod friendly... or is it?

    And also, if I was to add these roman units to Macedon where could I do so?

    And why is there no edit button in TWC? Is this 1989 lol?

  6. #6

    Default Re: Not very mod friendly... or is it?

    I'll just note the EB2 team has modified almost every line in every file, so yes, I'd consider it "mod friendly". That said, some alleged text editing programs (like notepad) can do evil hidden things to the file you edit. Best to use Notepad++ Because even when you "remove the offending line", god knows what else was left behind...or removed as well.

    At this point you are best advised to upgrade to v2.01 and in the future, make a COPY of every file before you edit it. That way if you need to restore the original, you'll have one.
    EBII Council

  7. #7

    Default Re: Not very mod friendly... or is it?

    Quote Originally Posted by Kull View Post
    I'll just note the EB2 team has modified almost every line in every file, so yes, I'd consider it "mod friendly". That said, some alleged text editing programs (like notepad) can do evil hidden things to the file you edit. Best to use Notepad++ Because even when you "remove the offending line", god knows what else was left behind...or removed as well.

    At this point you are best advised to upgrade to v2.01 and in the future, make a COPY of every file before you edit it. That way if you need to restore the original, you'll have one.

    Damn an update already? Do you recommend I wait a couple of months until a stable version (eg: 3:0?) comes out? I'll look into notepad++, notepad was fine for Rome 1, for Medival 2 I should use ++ yes?

    Thanks.

  8. #8
    Ferdiad's Avatar Patricius
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    Default Re: Not very mod friendly... or is it?

    Why would you wait a couple months. In that time you could finish 10 games. Notepad++ is required if you're goign to be doing any sort of programming. Idn how you got away with sing notepad on RTW...

  9. #9

    Default Re: Not very mod friendly... or is it?

    Quote Originally Posted by Super Troll View Post
    Just plain old notepad, is Notepad++ another programme, should I use this?
    For some people, regular Notepad corrupts their files. Evidently, you are one of those people.

    Quote Originally Posted by Ferdiad View Post
    Why would you wait a couple months. In that time you could finish 10 games. Notepad++ is required if you're goign to be doing any sort of programming. Idn how you got away with sing notepad on RTW...
    I've always used Notepad without any issues whatsoever.

  10. #10

    Default Re: Not very mod friendly... or is it?

    Quote Originally Posted by QuintusSertorius View Post
    I've always used Notepad without any issues whatsoever.
    I can't count the number of times we've had bad files uploaded into the dev build, and the root cause turned out to be "notepad". But yes, quite possibly some good ones here and there, too. The point is, if you know something is likely to cause problems, don't advise others to use it (even by implication).
    EBII Council

  11. #11

    Default Re: Not very mod friendly... or is it?

    Quote Originally Posted by Kull View Post
    I can't count the number of times we've had bad files uploaded into the dev build, and the root cause turned out to be "notepad". But yes, quite possibly some good ones here and there, too. The point is, if you know something is likely to cause problems, don't advise others to use it (even by implication).
    That's a fair point.

  12. #12

    Default Re: Not very mod friendly... or is it?

    As I seem to remember way back editing Rome 1 that you had to make the unit playable for the faction you want, now in export descr unit the ownership is:

    ownership f_rome, f_carthage, f_makedonia, f_epeiros, f_kh, f_seleukid, f_ptolemaioi, f_baktria, f_hayasdan, f_pontos, f_parthia, f_aedui, f_arverni, f_casse, f_lusotannan, f_sweboz, f_getai, f_saba, f_saka, f_sauromatae, f_numidia, f_pergamon, f_gandhara, f_lugia, f_bosporan, f_arevaci, f_boii, f_nabatu, slave
    era 0 f_rome
    era 1 f_rome
    era 2 f_rome, f_carthage, f_makedonia, f_epeiros, f_kh, f_seleukid, f_ptolemaioi, f_baktria, f_hayasdan, f_pontos, f_parthia, f_aedui, f_arverni, f_casse, f_lusotannan, f_sweboz, f_getai, f_saba, f_saka, f_sauromatae, f_numidia, f_pergamon, f_gandhara, f_lugia, f_bosporan, f_arevaci, f_boii, f_nabatu

    Now Is the game operating in era 0 for this mod, if so shall i simply add f_makedonia?

  13. #13

    Default Re: Not very mod friendly... or is it?

    Quote Originally Posted by Ferdiad View Post
    Why would you wait a couple months. In that time you could finish 10 games. Notepad++ is required if you're goign to be doing any sort of programming. Idn how you got away with sing notepad on RTW...
    LOL yeah literally got away with it since 2004! Yes you are right I should enjoy the game. So ill just install a clean copy of the game (keeping my save OFC) and use Notepad ++ this time. Also, am I doing it right with adding that unit into that file? There is a 20% and 50% culture requirement for each of the units already in there so should I do the same with my addition?

    Are you a developer or can I speak to a member of the team here? TY

    ST x

  14. #14

    Default Re: Not very mod friendly... or is it?

    I have managed to add the lines to Export descr buildings, and the game runs fine Notepad ++ is great, however the Hastati do not show up, do I have to edit something elsewhere in tandem with this?

  15. #15

    Default Re: Not very mod friendly... or is it?

    Is it encoding issues with Notepad (i.e ANSI being default, \r\n for line breaks instead of just \n)? I notice many of the XML files are specified as UTF-8, but for example EBII\data\ModeldbXml\unitList.xml doesn't specify. I can imagine the game being sensitive to this. Should everything be saved as UTF-8?

  16. #16

    Default Re: Not very mod friendly... or is it?

    Quote Originally Posted by alex86 View Post
    Is it encoding issues with Notepad (i.e ANSI being default, \r\n for line breaks instead of just \n)? I notice many of the XML files are specified as UTF-8, but for example EBII\data\ModeldbXml\unitList.xml doesn't specify. I can imagine the game being sensitive to this. Should everything be saved as UTF-8?
    No idea. The beauty of Notepad++ for somebody like me is I can open the file and save it and not even worry about special formats. Whatever was there when I opened it is there when I saved. If it blows up that's ENTIRELY because I screwed something up, not something the program did.
    EBII Council

  17. #17

    Default Re: Not very mod friendly... or is it?

    How would I edit it to make the units avalible quicker?

    recruit_pool "roman infantry hastati camillan" 1 0.06 2 0 requires factions { all, } and hidden_resource italy and region_religion rel_e 5

    Im not sure what corresponds to what, its a bit more advanced than Rome 1 text.

  18. #18

    Default Re: Not very mod friendly... or is it?

    That appears to work although they are registered to "tribal states" culture and are 16 turns away lol, Ill do some more editing.

  19. #19
    Ferdiad's Avatar Patricius
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    Default Re: Not very mod friendly... or is it?


  20. #20

    Default Re: Not very mod friendly... or is it?


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