Originally Posted by
Nordlaender
Can you show me your entire Wharf building tree from your export_descr_building.txt file? That is, the one you were using.
Also, what city are you using to test your EDB file with? Are there at least four ports or fishing villages from other factions within range of your test city?
I also got four going out of Alexandria (but not five), as well as Aarhus. Must be something in the script. Let's see.
Code:
;@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ SEA TRADEbuilding sea_trade
{
convert_to castle_sea_trade
levels merchants_wharf warehouse docklands
{
merchants_wharf city requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, } and building_present_min_level port port and building_present_min_level builders builders2
{
capability
{
trade_base_income_bonus bonus 2
population_growth_bonus bonus 3
trade_fleet 2
}
material wooden
construction 5
cost 4000
settlement_min city
upgrades
{
warehouse
}
}
warehouse city requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, } and building_present_min_level port shipwright and building_present_min_level builders builders3
{
capability
{
agent merchant 0 requires factions { northern_european, } and hidden_resource pisa or hidden_resource venice or hidden_resource flanders
agent merchant 0 requires factions { middle_eastern, } and hidden_resource pisa or hidden_resource venice or hidden_resource flanders
agent merchant 0 requires factions { eastern_european, } and hidden_resource pisa or hidden_resource venice or hidden_resource flanders
agent merchant 0 requires factions { greek, } and hidden_resource pisa or hidden_resource venice or hidden_resource flanders
agent merchant 0 requires factions { southern_european, } and hidden_resource pisa or hidden_resource venice or hidden_resource flanders
agent_limit merchant 0
agent_limit merchant 1 requires factions { southern_european, northern_european, } and hidden_resource pisa or hidden_resource venice or hidden_resource flanders
trade_base_income_bonus bonus 3
population_growth_bonus bonus 4
law_bonus bonus -1
trade_fleet 3
}
material wooden
construction 6
cost 6700
settlement_min large_city
upgrades
{
docklands
}
}
docklands city requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, } and building_present_min_level port shipwright and building_present_min_level builders builders4
{
capability
{
agent merchant 0 requires factions { northern_european, }
agent merchant 0 requires factions { middle_eastern, }
agent merchant 0 requires factions { eastern_european, }
agent merchant 0 requires factions { greek, }
agent merchant 0 requires factions { southern_european, }
agent_limit merchant 1
trade_base_income_bonus bonus 4
population_growth_bonus bonus 5
law_bonus bonus -3
trade_fleet 4
}
material wooden
construction 12
cost 10950
settlement_min huge_city
upgrades
{
}
}
}
plugins
{
}
}
Code:
settlement{
level huge_city
region Constantinople_Province
year_founded 0
population 101000
plan_set default_set
faction_creator byzantium
building
{
type core_building huge_stone_wall
}
building
{
type wonders2 wonder_hagia_sophia
}
building
{
type temple_orthodox abbey_o
}
building
{
type urban_equestrian hippodrom
}
building
{
type city_hall mayors_palace
}
building
{
type water_supply aqueduct_of_valens
}
building
{
type builders builders4
}
building
{
type hinterland_roads highways
}
building
{
type farms farms5
}
building
{
type food_supply forced_tribute
}
building
{
type port naval_drydock
}
building
{
type sea_trade docklands
}
building
{
type barracks militia_barracks
}
building
{
type byzantine_mercenary_barracks mercenary_barracks2
}
building
{
type landowners landowners4
}
building
{
type smith armourer
}
building
{
type education_university university
}
building
{
type education_libraries library
}
building
{
type paper paper3b_paper
}
building
{
type market merchants_quarter
}
building
{
type Italian_Traders italian_trader_quarters
}
building
{
type mills wind_mill
}
building
{
type bakery pastry_shop
}
building
{
type taverns coaching_house
}
building
{
type icon_art ikoner_studio
}
building
{
type charity charity4
}
}
Yep, there're many ports within the range.
The mod is the SSHIP test version of 098. It's a mod for the SS, and the ERROR message also appears when the script.txt doesn't work.
I don't think it depends on the script because in your build the script.txt is disabled, as far as I can tell from the ERROR message.