|
Post by Azrael on Nov 16, 2019 4:07:40 GMT
Some of those builings, like Storm's End, Casterly Rock, and the Eyrie already exist in the main AGOT mod, so there might be some conflicting there. Also, are you loading your submod on a new game?
Edit: Make sure your .mod file has A Game of Thrones set as a dependency
|
|
|
Post by toxicguardsman on Nov 16, 2019 7:53:17 GMT
Some of those builings, like Storm's End, Casterly Rock, and the Eyrie already exist in the main AGOT mod, so there might be some conflicting there. Also, are you loading your submod on a new game?
Edit: Make sure your .mod file has A Game of Thrones set as a dependency
Yes im loading a new game and i habe set The Agot mod and more bloodlines as dependencies. Should i delete the vanilla ones to se if it would work
|
|
|
Post by toxicguardsman on Nov 16, 2019 8:20:45 GMT
Where are you putting it in? Also what does it say in-game? I put it within the localisation folder of my submod and when it loads it blank it says nothing. It only loads the building bonuses
|
|
|
Post by rufff1 on Nov 16, 2019 9:03:55 GMT
You are using notepad right?
|
|
|
Post by toxicguardsman on Nov 16, 2019 9:16:42 GMT
You are using notepad right? Yes notepad ++
|
|
|
Post by rufff1 on Nov 16, 2019 9:45:56 GMT
You are using notepad right? Yes notepad ++
And you have the desc referenced in th building code
|
|
|
Post by toxicguardsman on Nov 16, 2019 9:48:18 GMT
And you have the desc referenced in th building code heres my sunspear code ca_sunspear desc = ca_sunspear_desc potential = { FROMFROM = { title = b_speartower } } #trigger = { always = no } pikemen = 500 heavy_infantry = 200 light_cavalry = 250 knights = 100 horse_archers = 100 fort_level = 3 tax_income = 8 garrison_size = 0.15 liege_prestige = 2 gold_cost = 400 build_time = 3650 ai_creation_factor = 110
|
|
|
Post by Azrael on Nov 16, 2019 10:25:01 GMT
Some of those builings, like Storm's End, Casterly Rock, and the Eyrie already exist in the main AGOT mod, so there might be some conflicting there. Also, are you loading your submod on a new game?
Edit: Make sure your .mod file has A Game of Thrones set as a dependency
Yes im loading a new game and i habe set The Agot mod and more bloodlines as dependencies. Should i delete the vanilla ones to se if it would work You could just comment those out by putting a # before each line of the building code for those buildings; don't need to delete them. If you're having More Bloodlines as a dependency, then I would copy the castles.txt file from that mod, put it in the buildings folder of your mod, and then do that.
As for your Sunspear code, it should look something like this:
ca_sunspear = { desc = ca_sunspear_desc
potential = { FROMFROM = { title = b_speartower } } #trigger = { always = no }
pikemen = 500 heavy_infantry = 200 light_cavalry = 250 knights = 100 horse_archers = 100 fort_level = 3 tax_income = 8 garrison_size = 0.15 liege_prestige = 2 gold_cost = 400 build_time = 3650 ai_creation_factor = 110 } Also make sure those buildings are within the castle bracket, like this:
castle = { ca_sunspear = { desc = ca_sunspear_desc
potential = { FROMFROM = { title = b_speartower } } #trigger = { always = no }
pikemen = 500 heavy_infantry = 200 light_cavalry = 250 knights = 100 horse_archers = 100 fort_level = 3 tax_income = 8 garrison_size = 0.15 liege_prestige = 2 gold_cost = 400 build_time = 3650 ai_creation_factor = 110 } }
|
|
|
Post by toxicguardsman on Nov 16, 2019 10:31:57 GMT
Yes im loading a new game and i habe set The Agot mod and more bloodlines as dependencies. Should i delete the vanilla ones to se if it would work You could just comment those out by putting a # before each line of the building code for those buildings; don't need to delete them. If you're having More Bloodlines as a dependency, then I would copy the castles.txt file from that mod, put it in the buildings folder of your mod, and then do that.
As for your Sunspear code, it should look something like this:
ca_sunspear = { desc = ca_sunspear_desc
potential = { FROMFROM = { title = b_speartower } } #trigger = { always = no }
pikemen = 500 heavy_infantry = 200 light_cavalry = 250 knights = 100 horse_archers = 100 fort_level = 3 tax_income = 8 garrison_size = 0.15 liege_prestige = 2 gold_cost = 400 build_time = 3650 ai_creation_factor = 110 } Also make sure those buildings are within the castle bracket, like this:
castle = { ca_sunspear = { desc = ca_sunspear_desc
potential = { FROMFROM = { title = b_speartower } } #trigger = { always = no }
pikemen = 500 heavy_infantry = 200 light_cavalry = 250 knights = 100 horse_archers = 100 fort_level = 3 tax_income = 8 garrison_size = 0.15 liege_prestige = 2 gold_cost = 400 build_time = 3650 ai_creation_factor = 110 } }
by putting # do you mean like this #ca_thetwins = { #desc = ca_thetwins_desc #potential = { #FROMFROM = { #title = b_thetwins #NOT = { has_title_flag = twins_unbuilt } } } #trigger = { always = no } #fort_level = 3.0 #knights = 30 #tax_income = 8 #gold_cost = 500 #build_time = 730 #ai_creation_factor = 110
|
|
|
Post by Azrael on Nov 16, 2019 10:39:00 GMT
Since you used The Twins as an example, it should look like this:
#ca_thetwins = { #desc = ca_thetwins_desc #potential = { #FROMFROM = { #title = b_thetwins #NOT = { has_title_flag = twins_unbuilt } #} #} #trigger = { always = no } #fort_level = 3.0 #knights = 30 #tax_income = 8 #gold_cost = 500 #build_time = 730 #ai_creation_factor = 110 #} Commenting out code will make it so the game doesn't read anything following the # sign on a line. You'd want to do that with the two brackets you didn't do that for, otherwise those brackets will be read and will mess up the rest of the code in the file. Not related to this, but very useful for when you write complicated code, you can use the # followed by a description of what your code does to make notes for when you come back to it for quick reference.
|
|
|
Post by toxicguardsman on Nov 16, 2019 11:11:02 GMT
Since you used The Twins as an example, it should look like this:
#ca_thetwins = { #desc = ca_thetwins_desc #potential = { #FROMFROM = { #title = b_thetwins #NOT = { has_title_flag = twins_unbuilt } #} #} #trigger = { always = no } #fort_level = 3.0 #knights = 30 #tax_income = 8 #gold_cost = 500 #build_time = 730 #ai_creation_factor = 110 #}
Commenting out code will make it so the game doesn't read anything following the # sign on a line. You'd want to do that with the two brackets you didn't do that for, otherwise those brackets will be read and will mess up the rest of the code in the file. Not related to this, but very useful for when you write complicated code, you can use the # followed by a description of what your code does to make notes for when you come back to it for quick reference.
Thank you Azrael.
|
|
|
Post by Azrael on Nov 16, 2019 11:32:03 GMT
You're welcome.
|
|
|
Post by caeserion on Nov 16, 2019 16:00:00 GMT
So I went in and looked at my code for custom buildings and the only difference I can see is the additional commas at the end of the localisation line.
So here's my code for the building it self:
ca_step_stones_lesser = { desc = ca_step_stones_lesser_desc potential = { FROMFROM = { OR = { title = b_greygallows title = b_darkden title = b_theskulls title = b_torturersdeep title = b_lastrefuge title = b_wreckstone title = b_shameisle title = b_sunstone } } } trigger = { TECH_CASTLE_CONSTRUCTION = 0 } extra_tech_building_start = 10.0 gold_cost = 10000 build_time = 1825 fort_level = 1.0 tax_income = 1.5 archers = 1500 light_infantry = 800 heavy_infantry = -1000 light_cavalry = 300 knights = -600 add_number_to_name = no ai_creation_factor = 110 }
Here's my code for the localisation string:
ca_step_stones;Stepstones;;;;;;;;;;;;;x,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, ca_step_stones_desc;The Stepstones occupy a unique position at the center of trade between Westeros and other parts of the known world. As such whoever controls the Stepstones can grow rich despite the isles themselves being poor.;;;;;;;;;;;;;x,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, ca_step_stones_lesser;Stepstones;;;;;;;;;;;;;x,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, ca_step_stones_lesser_desc;The Stepstones occupy a unique position at the center of trade between Westeros and other parts of the known world. As such whoever controls the Stepstones can grow rich despite the isles themselves being poor.;;;;;;;;;;;;;x,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, ca_casta_mere;Castamere;;;;;;;;;;;;;x,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, ca_casta_mere_desc;The ancient seat of House Reyne, Castamere was once a mine as lucrative as Casterly Rock, allowing House Reyne to grow rich and powerful. It has since been hollowed out and expanded such that nine-tenths of the castle is subterranean, posing a challenge to any would-be attackers.;;;;;;;;;;;;;x",,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, ca_dread_fort;The Dreadfort;;;;;;;;;;;;;x,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, ca_dread_fort_desc;The ancient seat of House Bolton and one of the strongest fortresses of the North, it boasts high walls, massive towers, and triangular merlons that look like teeth.;;;;;;;;;;;;;x",,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
|
|
|
Post by Azrael on Nov 17, 2019 0:55:16 GMT
So I went in and looked at my code for custom buildings and the only difference I can see is the additional commas at the end of the localisation line. So here's my code for the building it self: ca_step_stones_lesser = { desc = ca_step_stones_lesser_desc potential = { FROMFROM = { OR = { title = b_greygallows title = b_darkden title = b_theskulls title = b_torturersdeep title = b_lastrefuge title = b_wreckstone title = b_shameisle title = b_sunstone } } } trigger = { TECH_CASTLE_CONSTRUCTION = 0 } extra_tech_building_start = 10.0 gold_cost = 10000 build_time = 1825 fort_level = 1.0 tax_income = 1.5 archers = 1500 light_infantry = 800 heavy_infantry = -1000 light_cavalry = 300 knights = -600 add_number_to_name = no ai_creation_factor = 110 } Here's my code for the localisation string: ca_step_stones;Stepstones;;;;;;;;;;;;;x,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, ca_step_stones_desc;The Stepstones occupy a unique position at the center of trade between Westeros and other parts of the known world. As such whoever controls the Stepstones can grow rich despite the isles themselves being poor.;;;;;;;;;;;;;x,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, ca_step_stones_lesser;Stepstones;;;;;;;;;;;;;x,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, ca_step_stones_lesser_desc;The Stepstones occupy a unique position at the center of trade between Westeros and other parts of the known world. As such whoever controls the Stepstones can grow rich despite the isles themselves being poor.;;;;;;;;;;;;;x,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, ca_casta_mere;Castamere;;;;;;;;;;;;;x,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, ca_casta_mere_desc;The ancient seat of House Reyne, Castamere was once a mine as lucrative as Casterly Rock, allowing House Reyne to grow rich and powerful. It has since been hollowed out and expanded such that nine-tenths of the castle is subterranean, posing a challenge to any would-be attackers.;;;;;;;;;;;;;x",,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, ca_dread_fort;The Dreadfort;;;;;;;;;;;;;x,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, ca_dread_fort_desc;The ancient seat of House Bolton and one of the strongest fortresses of the North, it boasts high walls, massive towers, and triangular merlons that look like teeth.;;;;;;;;;;;;;x",,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
Why all the commas and the quotation marks on some of them after the x? As far as I know, and according to the localisation modding wiki, those shouldn't be there.
|
|
|
Post by toxicguardsman on Nov 17, 2019 13:46:41 GMT
Guys i have a new problem. When i ad # in front of harren castleor the twins in the castles file it changes the holdings into merchant republics this also happened when i added yronwood and brightwater keep
|
|