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TPTT Building Module - ToG Version

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Post by Grallonsphere Sat Jun 29, 2013 10:32 pm

I wish I could report success - but for some reason this adapted version *will not* load.  I've ran the Validator countless times - there are no errors found anymore.  Whatever was found I've remmed out of the appropriate files.  Yet it will not load!  As soon as I launch the game with the module it get stuck at "loading databases" - I ALT-TAB and I get a 'not responding' - then I have to kill the process...  What is surprising is that some of the errors found were not errors before this new patch/update.  More of Paradox' 'wonderful' undocumented features no doubt! Evil or Very Mad 


-----

So anyway I'm sick of this for now - so here's a link to it - you can download it and perhaps you'll see what's wrong.

TPTT Building Module - ToG Version

And here are the Master Indexes according to faith:

Christian Buildings Index

Muslim Buildings Index

Pagan Buildings Index
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Post by iago6666 Sun Jun 30, 2013 5:31 pm

I think I found something:

Code:
### Shallow Silver Mine ###
   ca_silvermine_2 = {
      potential = {
         FROM = { religion_group = christian }
      }
      trigger = { TECH_CIVIL_ENGINEERING = 4 }
      prerequisites = { ca_settlement_4 }
      upgrades_from = ca_silvermine_2---------------------->upgrades_from = ca_silvermine_1
      build_cost = 120
      build_time = 720 # 2y
      ai_creation_factor = 95
      
      tax_income = 1.50
      
      extra_tech_building_start = 0.8
   }

Code:
### Small Stone Keep ###
   ca_pagan_keep_3 = {
      potential = {
         FROM = {
            OR = {
               religion_group = pagan_group
               religion_group = other_pagan_group
               religion_group = baltic_pagan_group
               religion_group = african_pagan_group
            }
         }
      }
      trigger = { TECH_MILITARY_ENGINEERING = 3 }
      prerequisites = { ca_pagan_settlement_3 }
      upgrades_from = ca_pagan_keep_1----------------->upgrades_from = ca_pagan_keep_2(not sure about your code here,maybe not needed)
      build_cost = 150
      build_time = 720 # 2y
      
      fort_level = 1.5
      garrison_size = 0.15
      retinuesize = 50
      
      extra_tech_building_start = 0.9
   }

Code:
### Tailor's Workshop ###
   ct_islamic_textileA_1 = {
      potential = {
         FROM = { religion_group = muslim }
         OR = {  
            province_id = 343 # siracusa
            province_id = 727 # Syria
            province_id = 731 # Homs
            province_id = 693 # Baghdad
            province_id = 696 # Euphrates
            province_id = 648 # Khozistan
            province_id = 655 # Kufa
            province_id = 630 # Merv
            province_id = 627 # Kara Kum
            province_id = 605 # Manych
            province_id = 619 # Saray
            province_id = 561 # Theodosia
            province_id = 692 # Al Nadjaf
            province_id = 684 # Nisibin
            province_id = 670 # Azerbaijan
            province_id = 701 # Taron
            province_id = 690 # Al Amarah
            province_id = 647 # Avhaz
            province_id = 641 # Hormuz
            province_id = 899 # Tis
            province_id = 634 # Nishapur
            province_id = 632 # Khorasan
            province_id = 905 # Herat
            province_id = 903 # Samarkand
            province_id = 821 # Constantine
            province_id = 823 # Biskra
            province_id = 830 # Lemdiyya
            province_id = 832 # Orania
            province_id = 837 # Figuig
            province_id = 838 # El Rif
            province_id = 839 # Cebta
         }
      }
      trigger = { TECH_CIVIL_ENGINEERING = 2 TECH_MERCANTILE_PRACTICES = 2 }
      prerequisites = { ct_islamic_market_3 }
      upgrades_from = ct_islamic_textileA_1<------------delete it
      build_cost = 40
      build_time = 270 # 9m
      ai_creation_factor = 95
      
      tax_income = 0.60
   
      extra_tech_building_start = 0.6
   }

Code:
### Skald's Wooden Stage ###
   ct_pagan_culture_3 = {
      potential = {
         FROM = {
            OR = {
               religion_group = pagan_group
               religion_group = baltic_pagan_group
            }
         }
      }
      trigger = { TECH_URBAN_PLANNING = 3 TECH_HUMANISM = 3 }
      prerequisites = { ct_pagan_market_2 }
      upgrades_from = ct_pagan_culture_1-----------------> upgrades_from = ct_pagan_culture_2(not sure about your code again ^^  )
       build_cost = 60
      build_time = 270 # 9m
      ai_creation_factor = 50
      
      tax_income = 0.60
      local_revolt_risk = 0.005 # +0.5%
      
      extra_tech_building_start = 0.9
   }
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Post by Grallonsphere Sun Jun 30, 2013 8:21 pm

I corrected those and now the mod loads - but I get a CTD as soon as I click on a barony to display the buildings...
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Post by Grallonsphere Sun Jun 30, 2013 8:43 pm

At least the new techs display properly. The fact the game crash when comes the time to display the actual buildings seem to indicate there's a conflict between what the game populates at start and the triggers I coded. The first structure of every chain is set to tech = 0 + coefficient - perhaps that's it?
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Post by iago6666 Sun Jun 30, 2013 9:10 pm

that explain why the first holding of every county is missing.i think you have it
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Post by Grallonsphere Sun Jun 30, 2013 9:12 pm

I think I found the source of the problem: the preset structures in the vanilla files. I loaded as Byzantium and lo! My primary title was the barony of Blachernae - no trace of Constantinople - or Hagia Sophia - or Galatta. These 3 have structures preset.

Oh well time to go through the hundreds of province files and delete all references to the vanilla buildings.
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Post by iago6666 Sun Jun 30, 2013 9:26 pm

i tried this with navarra and doesnt work .Pamplona is missing after as before i deleted the preset structures.

maybe it takes less if you change de id name of your buildings not the provinces(not a good idea,i think better)




Edit:the mod/history/provinces isn´t working,but i changed the game/history/provinces and pamplona is there.
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Post by Grallonsphere Sun Jun 30, 2013 10:10 pm

Yes that's what I'm doing - I've copied the entire History\Provinces folder and going to each and every one of them - removing all preset structures. With a lot of the base structures set to 0 they will get populated anyway. And since we can't force buildings in the province files on provinces which don't have the prerequisite techs at game start...
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Post by iago6666 Sun Jun 30, 2013 11:35 pm

i do not know if this makes sense:
00_Castle.txt,00_CastleCulture.txt ... obsoletes
and not culture_based_buildings.txt,special_castle_buildings.txt ...
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Post by Grallonsphere Sun Jun 30, 2013 11:44 pm

I don't understand what you mean Iago - I copied all the vanilla files and emptied them so the game would look into my files instead of its native files.  I don't want the native files intruding in my building chains...
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Post by iago6666 Sun Jun 30, 2013 11:47 pm

I have the Beta,and the files must be differents.
I dont have 00_Castle.txt,00_CastleCulture.txt.. in the game dir.
I have the other ones: culture_based_buildings.txt,special_castle_buildings.txt ...


edit:it was me..sorry.i tried to replace the provinces mod with one previus tptt mod,and then i confused the buildings folders pale 
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Post by Grallonsphere Mon Jul 01, 2013 6:36 pm

No luck... Even with all the province files modified to remove all traces of the vanilla buildings the game still crash whenever I click on a barony.

Here's a copy with the province files.

TPTT Building Module v2

I really don't know what to look for anymore... No 
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Post by iago6666 Tue Jul 02, 2013 1:23 pm

Don´t know if needed but tp_service_3,5,6 ,ca_warrior_cult_1,tp_warrior_cult_1 don´t have triggers
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Post by Grallonsphere Tue Jul 02, 2013 4:18 pm

iago6666 wrote:Don´t know if needed but tp_service_3,5,6 ,ca_warrior_cult_1,tp_warrior_cult_1 don´t have triggers


Could be - especially for the warrior cult thing since it's an automatic deployment. I'm at work now I'll try that when I get home.
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Post by Grallonsphere Tue Jul 02, 2013 8:41 pm

Nope - I remmed out the warrior cults and added the missing triggers - still crash.

They state that whatever is set to tech = 0 is built automatically. All the chains have their 1st structure set to tech = 0 - yet many have prerequisites that are not built automatically... So the game is trying to built things with prerequisites that cannot be built automatically.... Yet the validator didn't catch those so I assumed the code was correct.

If that is the case I would have to rewrite the whole thing from scratch again... *sigh* and I'm getting tired of this. It was fully functional with 1.902 dammit!
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Post by iago6666 Wed Jul 03, 2013 1:28 am

Solved!!!! Cool 

We found a rare paradox bug:

in technology.txt the TECH_SHIPBUILDING must be named TECH_CONSTRUCTION,this spot in the technology tree can´t change the name,but you can play with the modifier.

btw your sub mod is great
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Post by Grallonsphere Wed Jul 03, 2013 7:17 am

You cannot have simpler than this - a test mod with only lvl 1 buildings - 1 tech only as the trigger - and it still crash.

I don't get it. Crying or Very sad 

test mod
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Post by iago6666 Wed Jul 03, 2013 1:07 pm

Code:
TECH_SHIPBUILDING = { # reflects the development of naval production and thus the long distance trade that sustains it
      modifier = {
         GALLEYS_PERC = 0.8               # 80% increase in the total number of galleys produced
      }
   }
replace it with:
Code:
TECH_CONSTRUCTION= { # reflects the development of naval production and thus the long distance trade that sustains it
      modifier = {
         GALLEYS_PERC = 0.8               # 80% increase in the total number of galleys produced
      }
   }
read my previus post i remake it yesterday bounce 

Yor mod Work at least with the Beta with this fix
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Post by Grallonsphere Wed Jul 03, 2013 6:56 pm

So once again we stumbled upon some hard coded 'easter egg' from Paradox Mad 

Well at least we can make it work. Have you tried it a little? I was curious about the tech progression - if it's too fast or not.
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Post by iago6666 Wed Jul 03, 2013 7:03 pm

The bishoprics are a bit advanced,compared with the castles,other than that i haven´t tried a lot .

other thing remember to change TECH_SHIPBUILDING to TECH_CONSTRUCTION in the buildings texts.this doesn´t make a crash but better change it.

you were paradoxed
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Post by Grallonsphere Wed Jul 03, 2013 8:59 pm

Here's the new corrected version.  It does load and doesn't crash.  Pity the game in this version adds an annoying roman numeral after each building.  Please all, test and see how the tech progression turns out.

TPTT Building Module v.4
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Post by iago6666 Thu Jul 04, 2013 3:11 pm

found a bug,demesne limit size 33755(legalism+33751?)

I think the Vanilla Tecnology.txt is fucking around again

edit:confirmed if you rename TECH_NATURAL_SCIENCES for TECH_LEGALISM works.

I suppose we have a hidden bonus here,increasing the demesne size,probably TECH_CONSTRUCTION also(this will explain the ctd),and probably TECH_RECRUITMENT too because it´s in the last spot of the technology groups like the other two

edit2:hidden bonus confirmed:
TECH_RECRUITMENT increases the retinue limit
TECH_TRADE_PRACTICES increases the trade post limit
TECH_LEGALISM increases the demesne size limit.
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Post by Grallonsphere Thu Jul 04, 2013 8:19 pm

So 4 tech with hidden bonuses... Alright back at work... Don't you just love Paradox frakking undocumented features *grrr*
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Post by Grallonsphere Thu Jul 04, 2013 9:15 pm

Come to think of it - since I have to rewrite the whole goddam thing all over again I might as well do so on new foundations.

-----

While correcting the provinces I realized that some of the game mechanics - like the Orthodox Pentarchy, require historical cities (Alexandria, Rome, Antioch, Jerusalem) to be clerical holdings.  I find this limiting considering how I conceptualized the system. I wanted to differentiate the holdings by vocations in order to make them interdependent so I gave each of them specialized cores - or anchors: the keep for feudal lords, the monastery for ecclesiastical lords and the marketplace for cities.  Each holding had particularities based on its vocation: more defensive structures for the castles - more agrarian facilities for both castles and temples - more industries and commercial structures for cities.  

The problem is this straight-jackets the social development of each territory in the sense that even fully developed, a clerical or a feudal holding will never be as rich as a city - when in fact they could and historically did.  On the other hand if you allow the same buildings in all holdings (like in vanilla) they are bland and featureless - the only thing distinguishing them being their holders.

Once again we are caught by the arbitrary limitations of the game.

So it came to me the anchor of every holding should be the "settlement" which could then be developed by its holder according to his own ... bent so to speak.  In other words an archbishop could turn one of his clerical barony into a large city complete with lucrative markets and large industries - but it would be more difficult for him than it would for the burghers of a city (by playing with the ai_creation_factor = argument).  For instance while a city AI could have a ai_creation_factor = 100 to build a market - a temple AI would have one of say 80 - and so forth.  The AI being stupid we can't expect much from it - but the human player controlling this or that county could put his energies (and money!) in turning the Alexandria temple holding for example - into the large city it never ceased to be historically...

Another aspect of this would be the make new level of settlement dependent on acquiring a number of prerequisite structures.  So you'd need to build all of those before being able to reach the next level of settlement.  Then you add rank or prestige or wealth requirements.

Gods below so much work Very Happy
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Post by Ixor_Drakar Fri Jul 05, 2013 3:44 am

I like the way you think. You would turn TPTT into the Caveman 2 Cosmos of CK2 modding.
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