Hello! Thanks for the mod! Would you know how to create a mod that removes those boring and unnecessary icons that are above buildings on the world map? I'm referring to the icon of workers, garrisons, etc. This pollutes the map and is not necessary as I can see it when clicking on the building. I'll ask others too to see if anyone knows how to do it!
This mod is more interesting than the console commands, but is there any possibilities to toggle UI icons above villages/towns and cities? It makes my empire unseeable or the map is overloaded with so much overlays that makes it dirty.
Edit: setting ai_eval 0 + has_rivers;has_river_city;has_coastal_city;has_mountains to true;true;true;true;0;false makes only my selected empire to build the blackmarket. Nothing else needed to edit. Start a new game and set to select only a province. Everything seems fine other than those toggleable icons which I needed so badly.
Hello, in buildings.def i put //------------------------------------------------------- //------------- Black Market Building ------------------- //------------------------------------------------------- def BlackMarket : Building { name = "Black Market" flavor = "An unofficial commercial hub, important for the regional trade. Often times, the black market is a central hub for exchanging luxurious goods that are not available for everyone." upgrades { buildings { FilthyTavern HostagesTower SlaveMarket } } icon = "Assets/UI/Elements/Buildings/Icons/UI_Structure_Icon_Market.tga:UI_Structure_Icon_Market#2" //GUID:2b7495c4ea8f7e84793cc6a0d2d99d51 illustration = "Assets/UI/Elements/Buildings/Illustrations/UI_Structure_Illustration_MarketSquare.tga:UI_Structure_Illustration_MarketSquare#2" //GUID:bdd2483206efb9840be4d4c5886ce379
ai_eval = -9999999 ai_category = "None" } //------------------------------------------------------- //------------ Black Market Building End ---------------- //-------------------------------------------------------
In the buildings.def under conditions the entry player { text optional_text = ", player" } } IsPlayer = (!kingdom.is_ai) { In the buildings.csv , Player" at the end it should work
Hi,I found some bug in Black Market.Hostage Towers cannot be upgraded.When I click on it,it start with upgrade but it cannot be finished.It shows it like it's upgraded but it's not so Slave Markets cannot be upgraded too.
Read the descriptions.... I honestly don't know why people never read the descriptions.... The info sharer said it can affect AI but you can also make it so the AI doesnt build it
I think it doesn't work though. The description says that by setting the buildings def to have ai_eval = 0 it would prevent the AI from building them. But that's not the case. The Black Market in the template already has that ai_eval = 0, but in my playthrough all AI had them built in every province.
Well, I removed mountains and hills requirement because "I" want to be able to build it in every province that I have. But I don't want the AI to be able to. I thought that's what the ai-eval line is supposed to be for? That the AI will not even build them. Maybe there's another syntax that we need to use to make the black market not even available on AI kingdom list?
I think the workaround I'm applying now (until we can find a better one) is to make the cost to build the Black Market to be astronomically high like 1,000,000 gold with 100,000 piety books and levies. Something that is an impossibility for an AI to have. And I'll just use something like Wemod to give myself that much and build it.
But I do like this mod. I've made some crazy adjustment on it with amusing results too like giving +1000 food at every village, and my entire UI is filled with wheat icon line spreading across the screen. Hahaha.
I might have found the ideal solution while keeping the building as it is.
Edit A: So to narrow it down, I put 2 requirements in buildings.csv at the end of the lines: ,"Christian Mountain" instead of just -> ,Mountain. Of course this don't solve the AI problem so in the buildings.def, instead of ai_eval = 0, I added this line whom I don't fully understand but I do have a vague idea about what the line does in Buildings.def: ai_eval = (500000 + max(0, min(10, kingdom.realms_count / 20) - (kingdom.Barracks or 0)) * 500000 + (castle.Housings or 0) * 500000) <- This line should making it almost impossible for the AI to build it and if not, it's just a matter of playing with numbers and/or adding more things inside for the AI to check before going for the building. This needs testing and confirmation, I DO NOT KNOW FOR SURE but it should be how I said above.
Edit B: The ai_eval from above it's useless. The AI who was Christian and had Mountains almost build it before me. It would seem that more is needed and I have to ignore ai_eval for now.
Do you think it's an inverted numbers? Like a 0 would mean it becomes a priority for the AI to build, but a large number would make it last? So maybe try with a higher number like 18446744073709551615 which is practically a hex of FFFF FFFF FFFF FFFF? So they would prioritise other buildings first. And also make the gold, piety, and books requirements to be slightly higher than other buildings? That way AI would prefer to build those that they can afford over it.
My workaround with making the build requirements over the maximum possible amount made it work for my playthrough, no other AI is able to build the black market except for myself, but I know that's not technically usable without using wemod or trainers to give yourself the required amount.
31 comments
my game version is:
Build 31608 2023 02.16 11:04 (Local)
thanks
Edit: setting ai_eval 0 + has_rivers;has_river_city;has_coastal_city;has_mountains to true;true;true;true;0;false makes only my selected empire to build the blackmarket. Nothing else needed to edit. Start a new game and set to select only a province. Everything seems fine other than those toggleable icons which I needed so badly.
Thanks man!
but the ai will still actually build it, and it will use the upgrades, and there is no -1 handling for the AI which prevents it from building it.
ai_eval = -9999999
ai_category = "None"
should go with it. in my run ( over 5 hours so far), none of the ai has built it yet.
//-------------------------------------------------------
//------------- Black Market Building -------------------
//-------------------------------------------------------
def BlackMarket : Building
{
name = "Black Market"
flavor = "An unofficial commercial hub, important for the regional trade. Often times, the black market is a central hub for exchanging luxurious goods that are not available for everyone."
upgrades
{
buildings
{
FilthyTavern
HostagesTower
SlaveMarket
}
}
icon = "Assets/UI/Elements/Buildings/Icons/UI_Structure_Icon_Market.tga:UI_Structure_Icon_Market#2" //GUID:2b7495c4ea8f7e84793cc6a0d2d99d51
illustration = "Assets/UI/Elements/Buildings/Illustrations/UI_Structure_Illustration_MarketSquare.tga:UI_Structure_Illustration_MarketSquare#2" //GUID:bdd2483206efb9840be4d4c5886ce379
ai_eval = -9999999
ai_category = "None"
}
//-------------------------------------------------------
//------------ Black Market Building End ----------------
//-------------------------------------------------------
player
{
text optional_text = ", player"
}
}
IsPlayer = (!kingdom.is_ai)
{
In the buildings.csv , Player" at the end it should work
Sorry just delayed
Thank you.
I think the workaround I'm applying now (until we can find a better one) is to make the cost to build the Black Market to be astronomically high like 1,000,000 gold with 100,000 piety books and levies. Something that is an impossibility for an AI to have. And I'll just use something like Wemod to give myself that much and build it.
But I do like this mod. I've made some crazy adjustment on it with amusing results too like giving +1000 food at every village, and my entire UI is filled with wheat icon line spreading across the screen. Hahaha.
Edit A: So to narrow it down, I put 2 requirements in buildings.csv at the end of the lines: ,"Christian Mountain" instead of just -> ,Mountain. Of course this don't solve the AI problem so in the buildings.def, instead of ai_eval = 0, I added this line whom I don't fully understand but I do have a vague idea about what the line does in Buildings.def: ai_eval = (500000 + max(0, min(10, kingdom.realms_count / 20) - (kingdom.Barracks or 0)) * 500000 + (castle.Housings or 0) * 500000) <- This line should making it almost impossible for the AI to build it and if not, it's just a matter of playing with numbers and/or adding more things inside for the AI to check before going for the building. This needs testing and confirmation, I DO NOT KNOW FOR SURE but it should be how I said above.
Edit B: The ai_eval from above it's useless. The AI who was Christian and had Mountains almost build it before me. It would seem that more is needed and I have to ignore ai_eval for now.
My workaround with making the build requirements over the maximum possible amount made it work for my playthrough, no other AI is able to build the black market except for myself, but I know that's not technically usable without using wemod or trainers to give yourself the required amount.