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  1. #1

    Default Adding Building Chains

    Has anyone figured out how to make custom building chains appear in-game? I have been working on a building overhaul and, while I have managed to rebalance the effects of existing buildings, I have not managed to make any custom building chains appear in-game.

    I have tried defining custom superchains and attaching the new buildings to already existing superchains. Neither seems to work. I was very careful to be consistent and fill out custom rows for building_chain_availability_sets_tables, building_chains_tables, building_culture_variants_tables, building_levels_tables, and building_set_to_building_junctions_tables (not to mention the building effects). I even created a custom localization .loc file to try and input new text descriptions.

    Anyone have any suggestions?

  2. #2

    Default Re: Adding Building Chains

    After digging around in the Assembly Kit, I think it may actually be impossible to add new building chains to the game since all of the buildings tables will only accept pre-defined strings as inputs (i.e. strings defining buildings that are already in the game). So, I can drastically change what buildings can do and I may even be able to "steal" building chains from one faction to give to another, but so far it does not appear that building chains can be added. I will keep investigating, though.

  3. #3

    Default Re: Adding Building Chains

    Do you know If is possible to add your own buildings into the default building chains?

  4. #4

    Default Re: Adding Building Chains

    I've added my own building chains and they are working.

    What I can't get to work is adding new superchains in tweak. The lists for superchains dont seem to update even if you add a new one to the superchain table and his apply and refresh. I wonder if it would work through pfm and add it in manually?

  5. #5

    Default Re: Adding Building Chains

    How did you add new building chains? I was trying to do it with new superchains (which has the problems you mentioned), but when I tried to add new chains to existing superchains the game would crash as soon as I clicked on a settlement (or horde) that can build buildings.

  6. #6

    Default Re: Adding Building Chains

    Well, I got superchains working too.

    Superchains are in slot_template_to_building_superchain_junctions

    Example of a building chain. This isn't part of a superchain because I instead attach it to the superchain wh_main_sch_human_resource_pastures

    building_chains
    Code:
    wh_main_BRETONNIA_pastures            money    Pastures    false    wh_main_sch_human_resource_pastures    Pastures improve regional growth and enable faster replenishment of troops.    infrastructure    false    placeholder
    building_chains_availability_sets
    Code:
    wh_main_bas_brt    wh_main_BRETONNIA_pastures
    building_cultural_variants
    Code:
    wh_main_brt_pastures_1    wh_main_brt_bretonnia    Sheepfolds    wh_main_PLACEHOLDER    empire_pastures            false    wh_main_emp_resource_pastures_1    wh_main_emp_resource_pastures_1    true
    building_instances
    Code:
    wh_main_BRETONNIA_pastures    1
    building_levels
    Code:
    wh_main_brt_pastures_1    wh_main_BRETONNIA_pastures    0    false    1    500    0        0    0    0    0    0    false                true    wh_main_HUMAN_resource_pastures        false    0    0    true    1    true
    building_set_to_building_junctions
    Code:
    wh_main_set_empire_economy        wh_main_BRETONNIA_pastures    false

  7. #7

    Default Re: Adding Building Chains

    Thanks a lot! I am going to try out this approach.

  8. #8

    Default Re: Adding Building Chains

    Do you guys know if its possible to link a building chain or superchain to a specific region?

  9. #9

    Default Re: Adding Building Chains

    Quote Originally Posted by stejar2 View Post
    Do you guys know if its possible to link a building chain or superchain to a specific region?
    From a totally novice perspective- I would assume so- Altdorf collage of magic, for example is a unique chain to Altdorf.

    On a similar note- I am looking to add a new building chain to the game- can anyone here point me in the direction of a tutorial that can help me learn how to do this?

  10. #10
    Laetus
    Join Date
    Mar 2010
    Location
    Australia
    Posts
    5

    Default Re: Adding Building Chains

    Quote Originally Posted by stejar2 View Post
    Do you guys know if its possible to link a building chain or superchain to a specific region?
    I haven't tried this yet, but from what I can gather from the files it looks like this should work:

    1. Add a new secondary slot template in "slot_templates" for the region if it doesn't already have its own like Altdorf or Carroburg.

    2. Assign the template to the region in "start_pos_region_slot_templates".

    3. Add the template to "slot_template_to_building_superchain_junctions" adding the unique superchain as well as every other possible superchain that should normally be buildable in that region.

    If you want to add a new superchain available for all regions, its actually more tedious cause you need to assign it to several dozen different templates for various combinations of resources and minor, major or unique settlements.

  11. #11

    Default Re: Adding Building Chains

    Yer ive searched up buildings like the Reiksfort, but there doesn't seem to be anything in the db that ties them to a region.

  12. #12

    Default Re: Adding Building Chains

    Thanks so much, will be giving this a try asap.

  13. #13

    Default Re: Adding Building Chains

    Does anyone have problems when exporting the startpos after editing startpos files in Assembly kit? It always fails for me.

  14. #14

    Default Re: Adding Building Chains

    Exporting from Assembly Kit is a little wonky. Just watch Magnar's tutorial, you may not be completing every step you need to.

  15. #15

    Default Re: Adding Building Chains

    Yer I watched it, still crashed. I ended up just using the esf editor, which is just a little tedious.

    Btw my building chain works, but I can't build it using the ui, only the building browser. Has anyone run into this problem?

  16. #16

    Default Re: Adding Building Chains

    I have not seen that problem. In some of the tables you have to click a box to enable UI (usually under a column labeled "UI"). Have you checked it for all of your added buildings?

    On a similar note, I have managed to implement new superchains (thanks again, Prater!), but I am having trouble getting the UI to display properly. All of the buildings are displayed properly, as are their effects, it's just the flavor texts and building titles are missing. I have made sure that building_chains.loc, building_culture_variants.loc, building_flavor_texts.loc, and building_short_description_texts.loc are all properly updated, and those are the only additional tables I could find that were attached to building UI. Anyone else have this problem?

  17. #17

    Default Re: Adding Building Chains

    Actually, nevermind about the missing flavor texts, I figured it out: for some reason my changes to the titles of the .loc files didn't save the first time, so they were being overwritten by those in the base game.

  18. #18

    Default Re: Adding Building Chains

    I have an issue where the hammer for upgrade still shows even though you can't upgrade the building even more (because of settlement level). Anyone else get this?

  19. #19
    SHREDDER's Avatar Creator CoW, TATW, WF&S
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    596

    Default Re: Adding Building Chains

    del
    Last edited by SHREDDER; June 15, 2016 at 05:27 PM.
    3Dmodeller for Call of Warhammer Third Age With Fire and Sword 2 Hetmanat

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  20. #20

    Default Re: Adding Building Chains

    A headsup that might avoid a headache to somebody else: creating new building chains and stuff purely via PFM is currently NOT OK.
    Right now, building_culture_variants is currently missing a couple of columns and it will crash the game no matter what. Other tables like description references don't even show up so you can make new ones in PFM.

    However, if you assemble the necessary stuff via assembly kit you can then clear up those tables and even edit the visible values without trouble. Just remember to also remove the clutter exported by Dave&Bob.

    This at least until our lord and saviour daniu finds time to further fix PFM 4.0.

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