Mehr Gebäude für Dörfer/Burgen/Städte

Users who are viewing this thread

Moin,
mir ist klar, dass das hier nicht das Modding Forum ist, aber mein Englisch will ich keinem antun :wink:

Ich suche nen Mod der mehr Gebäude in die Bauliste von Dörfern etc einbaut (und es im Idealfall erlaubt König einer Fraktion zu werden)
Letzteres ist aber seeeeeehr optional^^

Wär toll wenn mir jemand was empfehlen könnte.

Gruß
 
ok sry, hab die da oben gar nicht entdeckt ^^

Eventuell würde mir auch ein Link zu einem Thema reichen, wo erklärt wird wie man neue Gebäude einbaut, mit der SuFu hab ich leider nix gefunden :/
 
Ich glaub ich hab  mich falsch ausgedrückt, es ging darum neue Ausbauten einzufügen, also sowas wie die Mühle, Schule etc etc

Die Mods hab ich schon gesehen, aber ich möchte in möglichst unveränderten Spielgenuss kommen^^
 
thunderfire said:
Ich glaub ich hab  mich falsch ausgedrückt, es ging darum neue Ausbauten einzufügen, also sowas wie die Mühle, Schule etc etc
Ach so...

thunderfire said:
Die Mods hab ich schon gesehen, aber ich möchte in möglichst unveränderten Spielgenuss kommen^^

Dann musst du das wohl selber einbauen :mrgreen:
 
Hiho, das hab ich mir schon angesehen, ich meinte was, wo explizit erklärt wird wo die Ausbauten liegen, was man verändern darf, wie man neue reinsetzt etc ^^
 
Nein,
Das ganze Liegt hier in der module_game_menus.py:
Code:
(
    "center_manage",0,
    "{s19}^{reg6?^^You are\
 currently building {s7}. The building will be completed after {reg8} day{reg9?s:}.:}",
    "none",
    [(assign, ":num_improvements", 0),
     (str_clear, s18),
     (try_begin),
       (party_slot_eq, "$g_encountered_party", slot_party_type, spt_village),
       (assign, ":begin", village_improvements_begin),
       (assign, ":end", village_improvements_end),
       (str_store_string, s17, "@village"),
     (else_try),
       (assign, ":begin", walled_center_improvements_begin),
       (assign, ":end", walled_center_improvements_end),
       (party_slot_eq, "$g_encountered_party", slot_party_type, spt_town),
       (str_store_string, s17, "@town"),
     (else_try),
       (str_store_string, s17, "@castle"),
     (try_end),
     
     (try_for_range, ":improvement_no", ":begin", ":end"),
       (party_slot_ge, "$g_encountered_party", ":improvement_no", 1),
       (val_add,  ":num_improvements", 1),
       (call_script, "script_get_improvement_details", ":improvement_no"),
       (try_begin),
         (eq,  ":num_improvements", 1),
         (str_store_string, s18, "@{s0}"),
       (else_try),
         (str_store_string, s18, "@{s18}, {s0}"),
       (try_end),
     (try_end),
     
     (try_begin),
       (eq,  ":num_improvements", 0),
       (str_store_string, s19, "@The {s17} has no improvements."),
     (else_try),
       (str_store_string, s19, "@The {s17} has the following improvements:{s18}."),
     (try_end),
     
     (assign, reg6, 0),
     (try_begin),
       (party_get_slot, ":cur_improvement", "$g_encountered_party", slot_center_current_improvement),
       (gt, ":cur_improvement", 0),
       (call_script, "script_get_improvement_details", ":cur_improvement"),
       (str_store_string, s7, s0),
       (assign, reg6, 1),
       (store_current_hours, ":cur_hours"),
       (party_get_slot, ":finish_time", "$g_encountered_party", slot_center_improvement_end_hour),
       (val_sub, ":finish_time", ":cur_hours"),
       (store_div, reg8, ":finish_time", 24),
       (val_max, reg8, 1),
       (store_sub, reg9, reg8, 1),
     (try_end),
    ],
    [
      ("center_build_manor",[(eq, reg6, 0),
                             (party_slot_eq, "$g_encountered_party", slot_party_type, spt_village),
                             (party_slot_eq, "$g_encountered_party", slot_center_has_manor, 0),
                                  ],
       "Build a manor.",[(assign, "$g_improvement_type", slot_center_has_manor),
                         (jump_to_menu, "mnu_center_improve"),]),
      ("center_build_fish_pond",[(eq, reg6, 0),
                                 (party_slot_eq, "$g_encountered_party", slot_party_type, spt_village),
                                 (party_slot_eq, "$g_encountered_party", slot_center_has_fish_pond, 0),
                                  ],
       "Build a mill.",[(assign, "$g_improvement_type", slot_center_has_fish_pond),
                             (jump_to_menu, "mnu_center_improve"),]),
      ("center_build_watch_tower",[(eq, reg6, 0),
                                   (party_slot_eq, "$g_encountered_party", slot_party_type, spt_village),
                                   (party_slot_eq, "$g_encountered_party", slot_center_has_watch_tower, 0),
                                  ],
       "Build a watch tower.",[(assign, "$g_improvement_type", slot_center_has_watch_tower),
                               (jump_to_menu, "mnu_center_improve"),]),
      ("center_build_school",[(eq, reg6, 0),
                              (party_slot_eq, "$g_encountered_party", slot_party_type, spt_village),
                              (party_slot_eq, "$g_encountered_party", slot_center_has_school, 0),
                                  ],
       "Build a school.",[(assign, "$g_improvement_type", slot_center_has_school),
                          (jump_to_menu, "mnu_center_improve"),]),
      ("center_build_messenger_post",[(eq, reg6, 0),
                                      (party_slot_eq, "$g_encountered_party", slot_center_has_messenger_post, 0),
                                       ],
       "Build a messenger post.",[(assign, "$g_improvement_type", slot_center_has_messenger_post),
                                  (jump_to_menu, "mnu_center_improve"),]),
      ("center_build_prisoner_tower",[(eq, reg6, 0),
                                      (this_or_next|party_slot_eq, "$g_encountered_party", slot_party_type, spt_town),
                                      (party_slot_eq, "$g_encountered_party", slot_party_type, spt_castle),
                                      (party_slot_eq, "$g_encountered_party", slot_center_has_prisoner_tower, 0),
                                       ],
       "Build a prisoner tower.",[(assign, "$g_improvement_type", slot_center_has_prisoner_tower),
                                  (jump_to_menu, "mnu_center_improve"),]),
                           
      ("go_back_dot",[],"Go back.",[(jump_to_menu, "$g_next_menu")]),
    ],
  ),

  (
    "center_improve",0,
    "{s19} As the party member with the highest engineer skill ({reg2}), {reg3?you reckon:{s3} reckons} that building the {s4} will cost you\
 {reg5} denars and will take {reg6} days.",
    "none",
    [(call_script, "script_get_improvement_details", "$g_improvement_type"),
     (assign, ":improvement_cost", reg0),
     (str_store_string, s4, s0),
     (str_store_string, s19, s1),
     (call_script, "script_get_max_skill_of_player_party", "skl_engineer"),
     (assign, ":max_skill", reg0),
     (assign, ":max_skill_owner", reg1),
     (assign, reg2, ":max_skill"),

     (store_sub, ":multiplier", 20, ":max_skill"),
     (val_mul, ":improvement_cost", ":multiplier"),
     (val_div, ":improvement_cost", 20),
     
     (store_div, ":improvement_time", ":improvement_cost", 100),
     (val_add, ":improvement_time", 3),

     (assign, reg5, ":improvement_cost"),
     (assign, reg6, ":improvement_time"),

     (try_begin),
       (eq, ":max_skill_owner", "trp_player"),
       (assign, reg3, 1),
     (else_try),
       (assign, reg3, 0),
       (str_store_troop_name, s3, ":max_skill_owner"),
     (try_end),
    ],
    [
      ("improve_cont",[(store_troop_gold, ":cur_gold", "trp_player"),
                       (ge, ":cur_gold", reg5)],
       "Go on.", [(troop_remove_gold, "trp_player", reg5),
                  (party_set_slot, "$g_encountered_party", slot_center_current_improvement, "$g_improvement_type"),
                  (store_current_hours, ":cur_hours"),
                  (store_mul, ":hours_takes", reg6, 24),
                  (val_add, ":hours_takes", ":cur_hours"),
                  (party_set_slot, "$g_encountered_party", slot_center_improvement_end_hour, ":hours_takes"),
                  (jump_to_menu,"mnu_center_manage"),
                  ]),
      ("forget_it",[(store_troop_gold, ":cur_gold", "trp_player"),
                    (ge, ":cur_gold", reg5)],
       "Forget it.", [(jump_to_menu,"mnu_center_manage")]),
      ("improve_not_enough_gold",[(store_troop_gold, ":cur_gold", "trp_player"),
                                  (lt, ":cur_gold", reg5)],
       "I don't have enough money for that.", [(jump_to_menu, "mnu_center_manage"),]),
    ],
  ),

:mrgreen:
 
Ok, ganz so einfach wie ich gehofft habe ist es nicht  :???:

Soweit ich das gesehen habe, muss man den Effekt direkt in die Betroffene Formel (Beispiel: Prison Tower) eintragen?
Wenn ich das Script richtig verstanden habe, kosten Gebäude  immer das gleiche/brauchen immer gleich lang zum bauen?
 
Back
Top Bottom