[SUBMOD] SuperTechmarine's Building Overhaul 0.1.4

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Re: [SUBMOD] SuperTechmarine's Building Overhaul 0.1.2a

PostPosted by SuperTechmarine » Mon Jun 22, 2015 13:57

Updated to 0.1.4. Thanks to Claed for reminding me of it.

Code: Select all
Changelog 1.4:
-Removed the Military and Economic Infrastructure Buildings. Redundant and slowed down the AI.
-Added road buildings. Currently consist of 2 tiers, trails and dirt roads.
-Added an elephant trader, very expensive and allows the recruitment of elephants for non-Essosi cultures.
-Streamlined barracks. No more incongruous separate barracks and troop buildings.
-Added a port building


Compatible with both 0.95 and 0.96. Next version should finally see some buildings that have effects on your character, like libraries.

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Re: [SUBMOD] SuperTechmarine's Building Overhaul 0.1.2a

PostPosted by Malilk » Mon Jun 22, 2015 14:55

SuperTechmarine wrote:
Compatible with both 0.95 and 0.96. Next version should finally see some buildings that have effects on your character, like libraries.



Now i'm not 100% and somebody with more knowledge of modding than myself will need to confirm but I think demesne buildings that have character modifiers don't actually work. Only ones inside a republic's palace does.

Again not 100% just warning you so you dont waste time making code that wont work
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Re: [SUBMOD] SuperTechmarine's Building Overhaul 0.1.2a

PostPosted by SuperTechmarine » Mon Jun 22, 2015 15:03

Malilk wrote:
SuperTechmarine wrote:
Compatible with both 0.95 and 0.96. Next version should finally see some buildings that have effects on your character, like libraries.



Now i'm not 100% and somebody with more knowledge of modding than myself will need to confirm but I think demesne buildings that have character modifiers don't actually work. Only ones inside a republic's palace does.

Again not 100% just warning you so you dont waste time making code that wont work


I was planning nothing like that. The gist of it is that you will build a library in your capital, then you have a decision to visit that same library. It'll be empty at the start, and you will have to fill it up, buying them from merchants and whatnot. These books have many categories, ranging from books on military science, history books, religious texts and scholarly findings etc. Some of them will improve learning, some intrigue, some martial etc.
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Re: [SUBMOD] SuperTechmarine's Building Overhaul 0.1.2a

PostPosted by Malilk » Mon Jun 22, 2015 15:17

SuperTechmarine wrote:
Malilk wrote:
SuperTechmarine wrote:
Compatible with both 0.95 and 0.96. Next version should finally see some buildings that have effects on your character, like libraries.



Now i'm not 100% and somebody with more knowledge of modding than myself will need to confirm but I think demesne buildings that have character modifiers don't actually work. Only ones inside a republic's palace does.

Again not 100% just warning you so you dont waste time making code that wont work


I was planning nothing like that. The gist of it is that you will build a library in your capital, then you have a decision to visit that same library. It'll be empty at the start, and you will have to fill it up, buying them from merchants and whatnot. These books have many categories, ranging from books on military science, history books, religious texts and scholarly findings etc. Some of them will improve learning, some intrigue, some martial etc.


Ah cool that sounds awesome. Sorry, thought you meant library building would have say +1 to martial after a certain upgrade. Just didnt want you to waste your time. I've been stung on stuff like that before
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Re: [SUBMOD] SuperTechmarine's Building Overhaul 0.1.4

PostPosted by The_Bloodraven » Sun Jun 28, 2015 00:38

So does the North military culture work in this one? I only ask because in the last version (the one that was an unofficial update by the other guy) it didn't show up like the other cultures.

Edit: Not seeing North military culture in any of my games, but the other kingdoms' cultures work just fine.
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Re: [SUBMOD] SuperTechmarine's Building Overhaul 0.1.4

PostPosted by SinStar87 » Tue Jun 30, 2015 20:46

Fishing villages have a heavy negative for NONE. Edit* Seems you double tapped the s making galleyss
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Re: [SUBMOD] SuperTechmarine's Building Overhaul 0.1.4

PostPosted by SinStar87 » Tue Jun 30, 2015 21:14

You currently have 3 different food types, maybe place limiters so you can only build 1 type in a holding? Can't be sure that's possible, buildings are outside my skill atm. If you can then make the food stores buildable from any of them instead of just from farmlands.
Can you block the base game and mod buildings? Bit redundant to have fishing villages and castle town, moats pits and towers and garrison towers.

I have to play more but it seems interesting.
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Re: [SUBMOD] SuperTechmarine's Building Overhaul 0.1.4

PostPosted by waifunator » Tue Jun 30, 2015 23:27

SinStar87 wrote:You currently have 3 different food types, maybe place limiters so you can only build 1 type in a holding? Can't be sure that's possible, buildings are outside my skill atm. If you can then make the food stores buildable from any of them instead of just from farmlands.
Can you block the base game and mod buildings? Bit redundant to have fishing villages and castle town, moats pits and towers and garrison towers.

I have to play more but it seems interesting.

Love this mod & how interesting (and beneficial) building things are but I agree with Sinstar. Is there a way to maybe delete/make it unable to build vanilla buildings? It clutters the list & is redundant but great mod anyway :)
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Re: [SUBMOD] SuperTechmarine's Building Overhaul 0.1.4

PostPosted by SuperTechmarine » Thu Jul 02, 2015 22:18

SinStar87 wrote:You currently have 3 different food types, maybe place limiters so you can only build 1 type in a holding? Can't be sure that's possible, buildings are outside my skill atm. If you can then make the food stores buildable from any of them instead of just from farmlands.


You mean like separate granaries for meat and fish? I'll do some research on medieval food storage and see what I can do.

As for vanilla buildings, I'll also see what I can do. Although last time I tried, it created a duplicate building.
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Re: [SUBMOD] SuperTechmarine's Building Overhaul 0.1.4

PostPosted by SinStar87 » Thu Jul 02, 2015 22:30

SuperTechmarine wrote: You mean like separate granaries for meat and fish? I'll do some research on medieval food storage and see what I can do.

Well the storehouse is only linked to the grain food chain, I think it should be linked to all the food chains, creating separate buildings for that purpose seems to me a waste. As for medieval preservation, pickling wet/dry(otherwise known as salting), drying, smoking, and honeying, were used on meats vegetables and fruits.
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Re: [SUBMOD] SuperTechmarine's Building Overhaul 0.1.4

PostPosted by anbokr » Fri Jul 03, 2015 07:45

The_Bloodraven wrote:So does the North military culture work in this one? I only ask because in the last version (the one that was an unofficial update by the other guy) it didn't show up like the other cultures.

Edit: Not seeing North military culture in any of my games, but the other kingdoms' cultures work just fine.


Love this mod but I also love playing as the north and it sucks that their military bonus isn't working :(.
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Re: [SUBMOD] SuperTechmarine's Building Overhaul 0.1.4

PostPosted by SuperTechmarine » Sun Jul 05, 2015 15:32

SinStar87 wrote:I think it should be linked to all the food chains


Might be impossible
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Re: [SUBMOD] SuperTechmarine's Building Overhaul 0.1.4

PostPosted by SinStar87 » Sun Jul 05, 2015 16:55

Yeah seems prereqs are singular, I tried doing has building potential and it opened the food stores for all the province holdings.
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Re: [SUBMOD] SuperTechmarine's Building Overhaul 0.1.4

PostPosted by anbokr » Mon Jul 06, 2015 08:10

Managed to work around the Northern military tradition bug by just deleting the two lines of county code pertaining to bear island/thenn. Don't get the bonus from bear island but it's better than missing out on the bonus everywhere :).
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Re: [SUBMOD] SuperTechmarine's Building Overhaul 0.1.4

PostPosted by The_Bloodraven » Tue Jul 07, 2015 19:11

anbokr wrote:Managed to work around the Northern military tradition bug by just deleting the two lines of county code pertaining to bear island/thenn. Don't get the bonus from bear island but it's better than missing out on the bonus everywhere :).


Huh, wonder why it worked that way. I thought maybe adding Moat Cailin would do the trick, but it (obviously) didn't work. Thanks for the heads up, I'll try that out.
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Re: [SUBMOD] SuperTechmarine's Building Overhaul 0.1.4

PostPosted by DominusNovus » Sat Sep 05, 2015 03:19

Any particular reason you can think of that completing a village farm (the city version) would crash the game? I have a save going where every time it finishes in one of my holdings, boom. Oddly enough, I had no trouble building it in one of the others.
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Re: [SUBMOD] SuperTechmarine's Building Overhaul 0.1.4

PostPosted by Sambo » Tue Nov 03, 2015 19:10

Will this be updated for the test version? MASSIVE fan of this mod and I hate playing without it.
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Re: [SUBMOD] SuperTechmarine's Building Overhaul 0.1.4

PostPosted by Specialist » Tue Nov 03, 2015 21:25

Sambo wrote:Will this be updated for the test version? MASSIVE fan of this mod and I hate playing without it.

It works for 1.0 on my end. Most building mods don't require updates to stay compatible.
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Re: [SUBMOD] SuperTechmarine's Building Overhaul 0.1.4

PostPosted by SinStar87 » Tue Nov 03, 2015 22:43

The mod crashes when I click on a settlement to open buildings view. On a different note...

https://www.dropbox.com/s/05w1bh40xo9zm ... gs.7z?dl=0
These 2 files should do the suggestions I made earlier, limiting a settlement to a single food source, opening the granary to each of the food sources, and blocking out the buildings from AGOT. Edit* I used my cleanup castles file when editing that so it will have my edits for uniques.
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Re: [SUBMOD] SuperTechmarine's Building Overhaul 0.1.4

PostPosted by Kironos » Wed Nov 04, 2015 16:27

Same here, CTD as soon as I click on buildings view.

Is there a way to make it compatible with 1.0?
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