Adding Buildings To RTW
by Hussarknight
RTW already has many buildings in it. This guide will show you how to make your own!
These are the files that we'll be editing:
Required
- RTWdataexport_descr_building.txt
- RTWdatatextexport_buildings.txt
- RTWdataui<culture>buildings#<culture>_<building level>.tga
- RTWdataui<culture>buildings#<culture>_<building level>_constructed.tga
- RTWdataui<culture>buildingsconstruction#<culture>_<building level>.tga
Part One: Export_Descr_Building.txt
We'll start out by editing RTWdataexport_descr_building.txt. (EDB for short.) In this file, you'll find a list of all buildings in the game. It is easiest to copy an existing building and use it as a template for your own building. For this guide, I'll be adding a temple to Cupido to the Roman factions. It will have only two levels, because Cupido is only a minor god for the Romans. I start out by copying the entry for temple_of_love and pasting it at the bottom of the EDB file. Then I remove the levels I don't want. By doing that, I get this:
building temple_of_love |
{ |
levels temple_of_love_shrine temple_of_love_temple |
{ |
temple_of_love_shrine requires factions { scythia, pontus, greek_cities, } |
{ |
capability |
{ |
happiness_bonus bonus 1 |
population_growth_bonus bonus 1 |
} |
construction 1 |
cost 400 |
settlement_min town |
upgrades |
{ |
temple_of_love_temple |
} |
} |
temple_of_love_temple requires factions { scythia, pontus, greek_cities, } |
{ |
capability |
{ |
recruit 'barb head hunting maidens scythian' 0 requires factions { scythia, } |
happiness_bonus bonus 2 |
population_growth_bonus bonus 2 |
} |
construction 2 |
cost 800 |
settlement_min large_town |
upgrades |
{ |
} |
} |
} |
plugins |
{ |
} |
} |
building - Here you set the name of the building. This cannot contain any spaces. For the example, I will name the building temple_of_minor_love.
levels - This sets the available levels for this building. They, too, cannot contain spaces. You need to use a space between two different levels. Our example building will have two levels, a shrine and a temple, so we'll change this to levels temple_of_minor_love_shrine temple_of_minor_love_temple.
name - This is the name of the first level. This is followed by any requirements for the construction of this building.
These are the requirements you can use:
- resource [name] - For valid resources, see descr_strat.txt.
- hidden_resource [name] - This is a special type of resources that doesn't appear on the map but is only used internally.
- building_present [type] - Valid types can be found in the EDB.
- building_present_min_level [type] [name] - Again, these can be found in EDB.
- marian_reforms - This building can only be build after the Marian Reforms.
- factions { [faction], [faction] } - Choose the factions you want to be able to construct this building. You can also use cultures here.
You can use multiple requirements by connecting them with 'and'. Like this:
income_east requires factions { seleucid, } and resource iron
You can also put 'not' in front of a statement. This means that the following statement must be false for the building to be constructable. Like this:
income_east requires factions { seleucid, } and not hidden_resource sparta
The last operator is 'or'. This means at least one of the two conditions this is placed between must be true for the building to be available. Like this:
mines requires factions { barbarian, } and resource silver or resource gold
In our example, the first level is called temple_of_minor_love_temple. It can only be built by the Romans, so this is what the result will look like:
temple_of_minor_love_shrine requires factions { roman, }
We'll also change it for the temple level:
temple_of_minor_love_temple requires factions { roman, }
Capability - What follows inside the curly brackets are the effects of the building. There are several different things you can add here:
- taxable_income_bonus bonus x - This increases the tax income, where x is the percentage by which tax income is increased.
- trade_base_income_bonus bonus x - This increases income from trade. The higher x is, the more the trade income is increased.
- happiness_bonus bonus x - This increases the public order due to happiness. The higher x is, the more influence it has.
- recruits_exp_bonus bonus x - This will give any units trained in a settlement with this building starting experience. X represents the number of chevrons.
- recruits_morale_bonus bonus x - This gives a morale bonus to all troops trained in the settlement. X is, as always, the amount of morale points.
- law_bonus bonus x - This improves law, which will improve public order and reduce corruption. Once again, x is the value.
- recruit ['unit name'] x - This gives the option to recruit the specified unit. You need to use the type entry as found in RTWdataexport_descr_unit.txt. Here, x stands for the amount of experience this unit will start with. This can be improved further by recruits_exp_bonus bonus x
- farming_level x - This will improve the income and population growth based on farming. X stands for, as always, for the value.
- weapon_simple x - Any units with a weapon classed as 'light' will receive a weapon upgrade of x levels when they are trained here.
- weapon_bladed x - Same as above, but for units with 'heavy' weapons.
- weapon_missile x - Any units with a weapon classed as 'missile' will receive a weapon upgrade of x levels when they are trained here.
- armour x - All units trained here will start with armour at level x.
- trade_fleet x - This will give the settlement x trade fleets. Each trade fleet will allow the settlement to trade via one trade rout.
- population_health_bonus bonus x - This gives a health bonus of x to the settlement. This will increase both population growth and public order.
- road_level x - This can be used to improve roads. 0 means dirt roads, 1 stands for paved roads and 2 stands for highways.
- mine_resource x - This improves the mines in the province. The higher x, the more mining income is increased.
- stage_games x - This will make it possible to give games in the settlement. The higher x is, the more public order is increased because of this.
As with the buildings themselves, you can also use requirements on effects. The same effects you can use for buildings you can also use for effects.
The temple of Cupido will increase population growth and happiness, but only for the Romans and the Greek_Cities, as they were the only ones that actually recognised Cupido as a god (he was named Eros for the Greeks). So I change the capabilities to this:
capability |
{ |
happiness_bonus bonus 1 requires factions { roman, greek_cities, } |
population_growth_bonus bonus 1 requires factions { roman, greek_cities, } |
} |
For the temple, we'll use the same effects, but change the level to 2:
capability |
{ |
happiness_bonus bonus 2 requires factions { roman, greek_cities, } |
population_growth_bonus bonus 2 requires factions { roman, greek_cities, } |
} |
construction - The construction time in turns
cost - The amount of denarii this building costs to construct.
settlement_min - This sets the minimal level a settlement must have to construct this building. The valid values are:
- village
- town
- large_town
- city
- large_city
- huge_city
Going back to our example case, we'll want the shrine to be constructable in a town. The price will be 400 and the building will be built in one turn:
construction 1 |
cost 400 |
settlement_min town |
The upgrade from the shrine, the temple, will take two turns to build and 800 denarii to construct and will be available from the large town level:
construction 2 |
cost 800 |
settlement_min large_town |
Upgrades
upgrades |
{ |
} |
Inside the curly brackets you can put the upgrade of this building. If it doesn't have an upgrade, just leave it empty. Any buildings you place here should exist in the part of the entry above this.
For the temple to Cupido, we'll want the shrine to be upgradable to the temple. This is what the upgrades part will look like:
upgrades |
{ |
temple_of_minor_love_temple |
} |
The temple doesn't have an upgrade, so we'll leave the upgrades part empty for that.
Plugins
plugins |
{ |
} |
As far as I know this doesn't do anything, so it is best to leave it as it is. For our example temple we'll also leave this empty.
Alright, part one is now finished. Part two (which is a lot shorter than part one) will explain how to edit the other files.
Part Two: Export_Building.txt
Now we've set the building's properties it's time to make it's descriptions. Start by opening RTWdatatextexport_building.txt. In it, you will find the descriptions for all buildings in the game for each culture.It is easiest to copy an existing entry and paste it at the bottom of the file. Now replace the name inside the curly brackets with the one of one of the building levels you just created. For example, copy this:
{temple_of_love_shrine_greek} Shrine to Aphrodite
{temple_of_love_shrine_greek_desc} |
This Shrine is dedicated to Aphrodite, the Olympian Goddess of Love, Beauty and Procreation. If it's rampant, naughty and fun, she's the goddess of it! When she appears in mortal form Aphrodite sometimes has the misfortune to inspire obsessional love bordering on the completely mad!nnReligion acts to make a people feel happy and content to know that the Gods are honoured. nnThis Shrine can be improved as the settlement grows in size and importance. |
{temple_of_love_shrine_greek_desc_short} |
This Shrine is dedicated to Aphrodite, the Olympian Goddess of Love, Beauty and Procreation. If it's rampant, naughty and fun, she's the goddess of it! |
Paste it to the bottom of the file, and change it to this:
{temple_of_minor_love_shrine_roman} Shrine to Cupido
{temple_of_minor_love_shrine_roman_desc} |
The Shrine is dedicated to Cupido, the Roman God of Love. He is the helper of Venus, the Roman goddess of love. With hissharp arrows he can give humans luck in love, but those he hits with a blunt arrow will suffer from horrible heartache.nnReligion acts to make a people feel happy and content to know that the Gods are honoured.nnThis Shrine can be improved as the settlement grows in size and importance. |
{temple_of_minor_love_shrine_roman_desc_short} |
This Shrine is dedicated to Cupido, Roman God of Love. He is the helper of Venus, the Roman goddess of love. |
This has to be done for all cultures that will possess the new building. Remember this only sets the description for the Shrine level of the building. The next level - temple - will have to likewise be copied and pasted and altered as above.
The text outside the curly brackets is the description of the building. Change this to your own. You only need a description for the cultures that can build the building. To make the description continue on a new line in the game, use n. The rest of the description in the text file should continue on the same line. For a new paragraph, use nn.
Congratulations, you now have a fully working and functionally building. If you wish, you can now continue adding in your own images for the building.
Part Three: Images
Inside your RTWdata folder, create a new folder called UI (unless it is already there). Inside this folder, create a new folder for each culture that can construct this building. The folder should have the name of the culture, for example 'roman'. Inside the folder with the culture name you should create a folder called 'buildings'.Inside this folder you'll have to place two files for your new building, with the names:
- #[culture]_[building level].tga
- #[culture]_[building level]_constructed.tga
Inside the 'buildings' folder there should be another folder called 'construction'. This will contain one file:
#[culture]_[building level].tga
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The first image is the one that is used at the bottom of the screen when you select the town and for when the building is on the construction queue. It should measure 78 pixels in width and 62 pixels in height. It looks best when the background of the picture is transparent. For instructions on how to do this, see here under 'Transparent Unit Cards'.
For our example building, these files will be named #roman_temple_of_minor_love_shrine.tga for the shrine and #roman_temple_of_minor_love_temple.tga for the temple.
The second image is the one that appears on the scroll with information about the building. It should be 361 pixels wide and 163 pixels high. For our example building, these files will be named #roman_temple_of_minor_love_shrine_constructed.tga for the shrine and #roman_temple_of_minor_love_temple_constructed.tga for the temple.
The image inside the 'construction' folder is used on the scroll where you can select which building to construct. It should be 64 by 51 pixels. For our example building, these files will be named #roman_temple_of_minor_love_shrine.tga for the shrine and #roman_temple_of_minor_love_temple.tga for the temple.
For our example, I used the temple images from vanilla RTW, which I extracted from the pak files with Vercingetorix's PAK Extractor here. For a temple you do need to rename them to the format described above to have them appear in-game.
That's it! You've created your first own building in RTW.
You can download the Temple of Cupido here
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I hope you've found this guide useful. If you have any comments or questions, please let me know.
Rome Total War Building Modding 2
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Posted by6 years ago
Archived
Why Should I play Rome?
![Napoleon total war modding Napoleon total war modding](/uploads/1/2/3/7/123708772/854948740.jpg)
Rome is a lot of people’s favorite TW game, and despite all the graphical and gameplay improvements that have gone on in the series since, the reasons are simple; It has a diversity unmatched in Medieval, Empire, or Shogun.
Lumbering Greek Phalanxes, Roman Legions, Axe-wielding Northern Barbarians, Hunnish Horse Archers, Successor Armies, Spanish Hill Tribes—Rome forces you to constantly change your tactics and deal with new threats as you battle new factions. It also has an elegant simplicity—units are responsive, charges and combat just feels ‘right’ in a way that, to me, was lacking in Medieval and Empire’s melee combat.
Perhaps the biggest reason to play Rome is the wealth of mods that have been worked on, and are still being developed, nearly 8 years later. These are some of the largest and most intricate mods that have probably ever been created, and there is a metric ass-ton of them. Figuring out which one you should play is daunting, especially when a campaign game could take anywhere from a few dozen to a few hundred hours. And questions of “What is this mod like?” are usually met with useless answers like “It’s fun!1!!1!” or “Just play it and see!”
What is this guide, and who am I?
I am just a guy who has played way too much Total War in his life, done some modding of the various games, and recently had foot surgery, which rendered me immobile for a few weeks. So of course I decided that I’d take a look at all the major Rome mods and figure out what they were about, how they played, what the campaigns and battles felt like, and then relate that unto you.
Some things/terms to know
- Program Files Problem: If you spend any time on the forums, you’ll see people bitching about /Program Files problems. Make sure to turn off UAC, and give the installer administrative control, before installing a mod to a folder in /ProgramFiles AND when running the game. I simply turned off UAC and haven’t had a single problem. The reason is simple; when running the game, without Adminstractive control, UAC places newly created files (text strings and such) in a safe place, a place rome.exe doesn’t know about. At least, that’s what I gathered from people.
- BAI: The Battle AI.
- CAI: The Campaign AI
- Hardcoded: This refers to things, like aspects of the CAI and BAI, that modder’s can’t change because they were locked inside the .exe by the developers. These hardcoded behaviors can be Somewhat nullified or changed by scripting and careful balance, but they’re the source of Rome’s non-existent diplomacy and limited tactical abilities. Don’t let that scare you—many of these mods are absolutely fantastic at mitigating them.
- .exe’s: Rome has two expansions, Barbarian Invasion and Alexander. Along with Rome, that means there are three ‘executable program files’ that can actually be used to run Rome. Each has slightly different behaviors, and the mod’s forum pages will let you see which one you should use. When people say bi.exe or alx.exe, this is what they mean. (Switching .exe’s is kind of an advanced concept, and not recommended willy-nilly.)
- Modfoldered: This simply means that the mod comes in its own folder, doesn’t do anything to the actual Rome installation, and needs to be run by a launcher or with a steam launch command.
- Vanilla: Un-modded Rome.
- Advisor Script: Most major mods perform a lot of their actions through scripts, cunningly run at the end of every turn through the game’s advisor. To play the mod as its intended, and without giving your game crippling errors and ctd’s, you HAVE to run the script every time you start, and some mods break when you attempt to quickload. Quick savers are scum, anyway. Best practice is to always exit out of the entire program and then reload it, when you need to reload a save, and then make sure you activate the script as soon as it starts.
- Patches: If you’re using Steam, you have the gold edition, which is fully patched Rome with Barbarian Invasion. If you don’t, to install a mod you need a clean install of Rome, patched to 1.5, and then have Barbarian Invasion installed and patched to 1.6.
Is Vanilla that bad?
No.
If you haven’t played it, or haven’t played it in a long time, it’s definitely worth a shot. Most of these mods are drastic overhauls of everything about the game, and if you don’t know how the game plays, how’d you know what you want improved?
Rome is a-historical and fast-paced. But the units control really well, you know what everything does by looking at it, the economy and city-building parts are logical and make sense. Playing as a Roman is great fun, as Rome is represented by three ruling families and the senate, which means that when one faction grows too powerful, a civil-war breaks out, really adding a sense of struggle and progression to the end game. Playing as other factions is still fun, to.
Expansions
Barbarian Invasion is a proper expansion in the sense that the word used to mean. It adds cool new religion and horde mechanics, and features a dark ages setting rarely explored in games. The Roman Empire has split in half and is plagued by rebellion, barbarians pour in from the east looking for new lands to call home, and greedy factions eye the carnage with an eye on expansion. BI kicks off with basically the Mongol invasion from Medieval II on steroids, and the world changes very rapidly as the barbarian factions ravage across Europe. It’s a totally unique TW experience and one that should be explored further.
The BI .exe file features better naval invasions, and a more aggressive AI that makes better use of cavalry then Rome does.
Alexander is not really an expansion. I haven’t played it, because it features a very small map, a handful of factions, and a short campaign time-span. If you like that kinda thing, then go for it. It’s worth installing if you have it on Steam for the .exe file, which is generally considered more stable and has better BAI and smarter, but less aggressive CAI, then BI or Rome.
So, my post is massively over the reddit character limit. So, unfortunately for the concept of simplicity, I will submit each of my analysis's as a comment on this post.
EDIT: this is like 8,000 words. Holy hell.
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