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User avatar
miguelangel.briceño-gutierrez
Topic Author
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Posts: 28
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PROBLEM - Adding a HC Japanese Building to the Japanese Civ - HELP

Wed Oct 11, 2017 10:10 pm

Hello guys, 

I am coming here for help this time. 

I am trying to add the "tall building" from the Homecity Japanese (the one similar to the Japanese Monastery but bigger) to the actual japanese Civ.  I mean, I want a settler to build that building and I am having so much troubles trying to do so. 

Below you will find the actual anim file I worked on to make it "buildable" for the settler but somehow is not working.

The building is already in the protoy file and the Editor can read it and place it.  I added the building to the Age0JapaneseBuildings tech and also I added the building to the settler as well, and I have 3 more empty spaces in the settler's buildings (where you can see the buildings the settler can build).

However, somhow the building cant be built by the japanese settler (and yes I included the building in the ypSettlerJapanese ptoto unit).

The building itself is fine, there is no problem with it cause the editor can read the building and I can place it.

I need help from someone to:

a) Help me fix what is wrong in the attached anim file so the settler can build it.

b) Or maybe someone can do the .xml editing for me so it is buildable for the japanese.

c) Or explain me what needs to be done if I did something wrong.


The model can be found in art\homecity\japan\tallbuilding.

https://photos.app.goo.gl/WHAqJjrL1ltMbCMX2

I really appreciate the help.

Code: Select all

<animfile>
 <definebone>bone_debris_1a</definebone>
 <definebone>bone_debris_1b</definebone>
 <definebone>bone_debris_1c</definebone>
 <definebone>bone_debris_2a</definebone>
 <definebone>bone_debris_2b</definebone>
 <definebone>bone_debris_2c</definebone>
 <definebone>bone_debris_3a</definebone>
 <definebone>bone_debris_3b</definebone>
 <definebone>bone_debris_3c</definebone>
 <definebone>bone_debris_4a</definebone>
 <definebone>bone_debris_4b</definebone>
 <definebone>bone_debris_4c</definebone>
 <submodel>
 Imperial_Court
 <attachment>
 noble_fire
 <component>
 emiter
 <assetreference type="ParticleSystem">
 <file>effects\fire\fire_torch_a.particle</file>
 </assetreference>
 </component>
 <anim>
 idle
 <component>emiter</component>
 </anim>
 </attachment>
 <attachment>
 smoke
 <component>
 smoke_part
 <assetreference type="ParticleSystem">
 <file>effects\smoke\white_smoke_a.particle</file>
 </assetreference>
 </component>
 <anim>
 Idle
 <component>smoke_part</component>
 </anim>
 </attachment>
 <attachment>
 base smoke
 <component>
 smoke base
 <assetreference type="ParticleSystem">
 <file>effects\smoke\collapsesmoke01.particle</file>
 </assetreference>
 </component>
 <anim>
 Idle
 <component>smoke base</component>
 </anim>
 </attachment>
 <attachment>
 collapse_smoke
 <component>
 collapse_smoke
 <assetreference type="ParticleSystem">
 <file>effects\smoke\collapse_smoke_a.particle</file>
 </assetreference>
 </component>
 <anim>
 Idle
 <component>collapse_smoke</component>
 </anim>
 </attachment>
 <attachment>
 base smoke2
 <component>
 smoke wave
 <assetreference type="ParticleSystem">
 <file>effects\smoke\collapse_smoke_wave.particle</file>
 </assetreference>
 </component>
 <anim>
 Idle
 <component>smoke wave</component>
 </anim>
 </attachment>
 <attachment>
 base smoke3
 <component>
 smoke wave center
 <assetreference type="ParticleSystem">
 <file>effects\smoke\collapse_smoke_wave02.particle</file>
 </assetreference>
 </component>
 <anim>
 Idle
 <component>smoke wave center</component>
 </anim>
 </attachment>
 <component>
 LIVE
 <assetreference type="GrannyModel">
 <file>homecity\japan\tallbuilding</file>
 <replacetexture>
 <from>homecity\japan\tallbuilding01</from>
 <to>mod\buildings\japan\homecity\tallbuilding</to>
 </replacetexture>
 <replacetexture>
 <from>homecity\japan\tallbuilding01_bump</from>
 <to>mod\buildings\japan\homecity\tallbuilding_bump</to>
 </replacetexture>
 </assetreference>
 <decal>
 <effecttype>default</effecttype>
 <texture>buildings\wonders\summer_palace\summer_palace_decal</texture>
 <!--<texture>shadows_selections\shadow_circle_128x128</texture>-->
 <selectedtexture>shadows_selections\selection_square_128x128</selectedtexture>
 <width>24.50</width>
 <height>26.50</height>
 </decal>
 </component>
 <component>
 DEAD
 <assetreference type="GrannyModel">
 <file>mod\buildings\japan\homecity\tallbuilding</file>
 </assetreference>
 <decal>
 <effecttype>default</effecttype>
 <texture>buildings\wonders\summer_palace\summer_palace_decal</texture>
 <selectedtexture>shadows_selections\selection_square_128x128</selectedtexture>
 <width>24.50</width>
 <height>26.50</height>
 </decal>
 </component>
 <anim>
 Idle
 <component>LIVE</component> 
 </anim>
 <anim>
 Death
 <assetreference type="GrannyAnim">
 <file>mod\buildings\japan\homecity\tallbuilding</file>
 </assetreference>
 <component>DEAD</component>
 <attach a="base smoke" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/>
 <attach a="collapse_smoke" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/>
 <attach a="base smoke2" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/>
 <attach a="base smoke3" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/>
 </anim>
 <!-- Attacks -->
 <anim>
 RangedAttack
 <assetreference type="GrannyAnim">
 <file>animation_library\building\ranged_attack</file>
 <tag type="Attack">0.98</tag>
 <tag type="SpecificSoundSet" checkvisible="1" set="Rifleshot">0.98</tag>
 </assetreference>
 <component>Imperial_Court</component>
 <simskeleton>
 <model>buildings\asian_civs\castle_regicide\castle_regicide_damaged</model>
 <damagetemplate>buildings\asian_civs\castle_regicide\castle_regicide.dmg</damagetemplate>
 </simskeleton>
 </anim>
 <anim>
 RangedAttackShip
 <assetreference type="GrannyAnim">
 <file>animation_library\building\ranged_attack</file>
 <tag type="Attack">0.98</tag>
 <tag type="SpecificSoundSet" checkvisible="1" set="Falconetshoot">0.98</tag>
 </assetreference>
 <component>Imperial_Court</component>
 <simskeleton>
 <model>buildings\asian_civs\castle_regicide\castle_regicide_damaged</model>
 <damagetemplate>buildings\asian_civs\castle_regicide\castle_regicide.dmg</damagetemplate>
 </simskeleton>
 </anim> 
 </submodel>
<!-- Construction Stages -->
 <submodel>
 construction stage1
 <component>
 construction
 <assetreference type="GrannyModel">
 <file>buildings\asian_civs\construction\asi_7x7_stage1</file>
 </assetreference>
 <decal>
 <effecttype>bump</effecttype>
 <texture>buildings\wonders\summer_palace\summer_palace_decal</texture>
 <selectedtexture>shadows_selections\selection_square_128x128</selectedtexture>
 <bumptexture>shadows_selections\flat_normal_black_spec</bumptexture>
 <width>16.00</width>
 <height>15.50</height>
 <zoffset>0.00</zoffset>
 </decal>
 </component>
 <anim>
 Idle
 <component>construction</component>
 </anim>
 </submodel>
 <submodel>
 construction stage2
 <attachment>
 frame
 <component>
 india_barracks_Frame
 <assetreference type="GrannyModel">
 <file>buildings\asian_civs\construction\asi_7x7_frame</file>
 </assetreference>
 </component>
 <anim>
 Idle
 <component>india_barracks_Frame</component>
 </anim>
 </attachment>
 <component>
 construction
 <assetreference type="GrannyModel">
 <file>buildings\asian_civs\construction\asi_7x7_stage2</file>
 </assetreference>
 <decal>
 <effecttype>bump</effecttype>
 <texture>buildings\wonders\summer_palace\summer_palace_decal</texture>
 <selectedtexture>shadows_selections\selection_square_128x128</selectedtexture>
 <bumptexture>shadows_selections\flat_normal_black_spec</bumptexture>
 <width>16.00</width>
 <height>15.50</height>
 <zoffset>0.00</zoffset>
 </decal>
 <attach a="frame" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/>
 </component>
 <anim>
 Idle
 <component>construction</component>
 </anim>
 </submodel>
 <submodel>
 construction stage3
 <attachment>
 scaffolding
 <component>
 construction3
 <assetreference type="GrannyModel">
 <file>buildings\wonders\imperial_palace\imperial_palace_construction</file>
 </assetreference>
 <decal>
 <effecttype>default</effecttype>
 <texture>buildings\saloon\Saloon_floor_00</texture>
 <selectedtexture>shadows_selections\selection_square_128x128</selectedtexture>
 <width>8.00</width>
 <height>8.00</height>
 <zoffset>0.00</zoffset>
 </decal>
 </component>
 <anim>
 Idle
 <component>construction3</component>
 </anim>
 </attachment>
 <component>
 imperial_palace_construction
 <assetreference type="GrannyModel">
 <file>buildings\asian_civs\construction\asi_7x7_stage2</file>
 </assetreference>
 <decal>
 <effecttype>bump</effecttype>
 <texture>buildings\wonders\summer_palace\summer_palace_decal</texture>
 <selectedtexture>shadows_selections\selection_square_128x128</selectedtexture>
 <bumptexture>shadows_selections\flat_normal_black_spec</bumptexture>
 <width>16.00</width>
 <height>15.50</height>
 <zoffset>0.00</zoffset>
 </decal>
 <attach a="scaffolding" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/>
 </component>
 <anim>
 Idle
 <component>imperial_palace_construction</component>
 </anim>
 </submodel>
 <!--<submodel>
 Imperial_Court_sub_construction_stage_01
 <component>
 construction_stage_01
 <assetreference type="GrannyModel">
 <file>buildings\asian_civs\construction\asi_5x5_stage1</file>
 </assetreference>
 <decal>
 <effecttype>bump</effecttype>
 <texture>buildings\artillery_depot\artillery_depot_ground_age2</texture>
 <selectedtexture>shadows_selections\selection_square_128x128</selectedtexture>
 <bumptexture>shadows_selections\flat_normal_black_spec</bumptexture>
 <width>13.00</width>
 <height>12.00</height>
 </decal>
 </component>
 <anim>
 Idle
 <component>construction_stage_01</component>
 </anim>
 </submodel>
 <submodel>
 Imperial_Court_sub_construction_stage_02
 <attachment>
 frame
 <component>
 iro_tc_Frame
 <assetreference type="GrannyModel">
 <file>buildings\asian_civs\construction\asi_4x4_frame</file>
 </assetreference>
 </component>
 <anim>
 Idle
 <component>iro_tc_Frame</component>
 </anim>
 </attachment>
 <component>
 construction_stage_02
 <assetreference type="GrannyModel">
 <file>buildings\asian_civs\construction\asi_5x5_stage2</file>
 </assetreference>
 <decal>
 <effecttype>bump</effecttype>
 <texture>buildings\artillery_depot\artillery_depot_ground_age2</texture>
 <selectedtexture>shadows_selections\selection_square_128x128</selectedtexture>
 <bumptexture>shadows_selections\flat_normal_black_spec</bumptexture>
 <width>13.00</width>
 <height>12.00</height>
 </decal>
 <attach a="frame" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/>
 </component>
 <anim>
 Idle
 <component>construction_stage_02</component>
 </anim>
 </submodel>
 <submodel>
 Imperial_Court_sub_construction_stage_03
 <attachment>
 construction
 <component>
 scaffolding
 <assetreference type="GrannyModel">
 <file>buildings\wonders\imperial_palace\imperial_palace_construction</file>
 </assetreference>
 </component>
 <anim>
 Idle
 <component>scaffolding</component>
 </anim>
 </attachment>
 <component>
 east_age3
 <assetreference type="GrannyModel">
 <file>buildings\asian_civs\construction\asi_5x5_stage2</file>
 </assetreference>
 <decal>
 <effecttype>bump</effecttype>
 <texture>buildings\artillery_depot\artillery_depot_ground_age2</texture>
 <selectedtexture>shadows_selections\selection_square_128x128</selectedtexture>
 <bumptexture>shadows_selections\flat_normal_black_spec</bumptexture>
 <width>13.00</width>
 <height>12.00</height>
 </decal>
 <attach a="construction" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/>
 </component>
 <anim>
 Idle
 <component>east_age3</component>
 </anim>
 </submodel>-->
 <component>
 ypImperialCourt
 <logic type="BuildingCompletion">
 <p0>
 <submodelref ref="construction stage1"/>
 </p0>
 <p33>
 <submodelref ref="construction stage2"/>
 </p33>
 <p66>
 <submodelref ref="construction stage3"/>
 </p66>
 <p100>
 <submodelref ref="Imperial_Court"/>
 </p100>
 </logic>
 </component>
</animfile>
 
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Septafolia
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Re: PROBLEM - Adding a HC Japanese Building to the Japanese Civ - HELP

Wed Oct 11, 2017 11:07 pm

Can you post, if possible, all the changes changes you made in the protoy and techtreey xml files?
Image Image Image Image Image
 
User avatar
miguelangel.briceño-gutierrez
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Re: PROBLEM - Adding a HC Japanese Building to the Japanese Civ - HELP

Wed Oct 11, 2017 11:31 pm

Yes, this is the techtreey:

Code: Select all

<Tech name ='YPAge0JapaneseBuildings' type ='Normal'>
 <DBID>4846</DBID>
 <Status>UNOBTAINABLE</Status>
 <Flag>Shadow</Flag>
 <Effects>
 <Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
 <Target type ='ProtoUnit'>ypImperialCourt</Target></Effect>
                </Effects>
</Tech>
 I am not including all other buildings to avoid making this too long

This is the protoy:

Code: Select all

            <Unit id ='1586' name ='ypImperialCourt'>
 <DisplayNameID>70799</DisplayNameID>
 <EditorNameID>70798</EditorNameID>
 <ObstructionRadiusX>11.8000</ObstructionRadiusX>
 <ObstructionRadiusZ>12.7000</ObstructionRadiusZ>
 <MaxVelocity>0.0000</MaxVelocity>
 <MovementType>land</MovementType>
 <AnimFile>mod\buildings\japan\homecity\tallbuilding.xml</AnimFile>
 <DeadReplacement>BuildingRubble6x6</DeadReplacement>
 <DeadReplacementLifespan>5</DeadReplacementLifespan>
 <PopulationCapAddition>10</PopulationCapAddition>
 <ImpactType>Wood</ImpactType>
 <PhysicsInfo>barracks</PhysicsInfo>
 <PlacementFile>buildinglarge.xml</PlacementFile>
 <Icon>mod\icons\buildings\haiensa</Icon>
 <MinimapIcon>ui\minimap\wonder_16x16</MinimapIcon>
 <PortraitIcon>mod\icons\buildings\HaiensaBIG</PortraitIcon>
 <RolloverTextID>70636</RolloverTextID>
 <ShortRolloverTextID>70637</ShortRolloverTextID>
 <InitialHitpoints>7000.0000</InitialHitpoints>
 <MaxHitpoints>7000.0000</MaxHitpoints>
 <ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
 <ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
 <UnitAIType>RangedCombative</UnitAIType>
 <LOS>45.0000</LOS>
 <BuildPoints>180.0000</BuildPoints>
 <Bounty>300.0000</Bounty>
 <BuildBounty>300.0000</BuildBounty>
 <BuildingWorkRate>1.0000</BuildingWorkRate>
 <BuildLimit>1</BuildLimit>
 <BuilderLimit>10</BuilderLimit>
 <AllowedAge>3</AllowedAge>
 <InitialResource resourcetype ='Gold'>100.0000</InitialResource>
 <InitialResource resourcetype ='Food'>100.0000</InitialResource>
 <InitialResource resourcetype ='Fame'>100.0000</InitialResource>
 <Cost resourcetype='Wood'>1000.0000</Cost>
 <Cost resourcetype='Gold'>1000.0000</Cost>
 <Cost resourcetype='Fame'>1000.0000</Cost>
 <Armor type='Siege' value='0.5000' />
 <UnitType>LogicalTypeValidSabotage</UnitType>
 <UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
 <UnitType>LogicalTypeBuildingsNotWalls</UnitType>
 <UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
 <UnitType>LogicalTypeVillagersAttack</UnitType>
 <UnitType>LogicalTypeHandUnitsAttack</UnitType>
 <UnitType>LogicalTypeShipsAndBuildings</UnitType>
 <UnitType>LogicalTypeRangedUnitsAttack</UnitType>
 <UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
 <UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
 <UnitType>CountsTowardMilitaryScore</UnitType>
 <UnitType>MilitaryBuilding</UnitType>
 <UnitType>HasBountyValue</UnitType>
 <UnitType>ConvertsHerds</UnitType>
 <UnitType>BuildingClass</UnitType>
 <UnitType>AbstractFort</UnitType>
 <UnitType>Building</UnitType>
 <UnitType>AbstractJapaneseBuilding</UnitType>
 <UnitType>AbstractJapaneseTokugawaBuilding</UnitType>
 <Flag>CollidesWithProjectiles</Flag>
 <Flag>StartsAtFullEfficiency</Flag>
 <Flag>Immoveable</Flag>
 <Flag>NoBloodOnDeath</Flag>
 <Flag>ObscuresUnits</Flag>
 <Flag>NoIdleActions</Flag>
 <Flag>NonAutoFormedUnit</Flag>
 <Flag>Doppled</Flag>
 <Flag>SelectWithObstruction</Flag>
 <Flag>PaintTextureWhenPlacing</Flag>
 <Flag>FlattenGround</Flag>
 <Flag>HasGatherPoint</Flag>
 <Flag>InitialGarrisonOnly</Flag>
 <Flag>EnterHotkeyContext</Flag>
 <Flag>Tracked</Flag>
 <Flag>UnlimitedSupply</Flag>
 <Command column='0' page='10'>SetGatherPointMilitary</Command>
 <Command column='1' page='10'>Delete</Command>
 <Command column='1' page='11'>Abilities</Command>
 <Tactics>haiensatemple.tactics</Tactics>
 <ProtoAction>
 <Name>Autogather</Name>
 <Rate type ='Food'>0.750000</Rate>
 <Rate type ='Gold'>0.750000</Rate>
 <Rate type ='Fame'>0.750000</Rate>
 </ProtoAction>
 <ProtoAction>
 <Name>AntiShipAttack</Name>
 <Damage>100.000000</Damage>
 <DamageType>Siege</DamageType>
 <MinRange>2.000000</MinRange>
 <MaxRange>40.000000</MaxRange>
 <ROF>3.000000</ROF>
 <Projectile>Cannonball</Projectile>
 <Accuracy>0.990000</Accuracy>
 <DamageBonus type ='AbstractSiegeTrooper'>1.500000</DamageBonus>
 <DamageBonus type ='AbstractInfantry'>1.500000</DamageBonus>
 <DamageBonus type ='AbstractCavalry'>1.800000</DamageBonus>
 <DamageBonus type ='MercType2'>3.000000</DamageBonus>
 <DamageBonus type ='Ship'>2.000000</DamageBonus>
 </ProtoAction>
 <ProtoAction>
 <Name>RangedAttack</Name>
 <Damage>30.000000</Damage>
 <DamageType>Ranged</DamageType>
 <MinRange>2.000000</MinRange>
 <MaxRange>40.000000</MaxRange>
 <ROF>3.000000</ROF>
 <Projectile>InvisibleProjectile</Projectile>
 <DamageBonus type ='AbstractSiegeTrooper'>1.500000</DamageBonus>
 <DamageBonus type ='AbstractInfantry'>1.500000</DamageBonus>
 <DamageBonus type ='AbstractCavalry'>1.800000</DamageBonus>
 <DamageBonus type ='AbstractVillager'>0.500000</DamageBonus>
 <DamageBonus type ='MercType2'>3.000000</DamageBonus>
 <DamageBonus type ='Ship'>2.000000</DamageBonus>
 </ProtoAction>
 </Unit>
And this is the settler training row:

Code: Select all

               <Train row ='0' page ='1' column ='2'>TradingPost</Train>
 <Train row ='0' page ='1' column ='3'>ypMonastery</Train>
 <Train row ='0' page ='1' column ='4'>ypConsulate</Train>
 <Train row ='0' page ='1' column ='5'>TownCenter</Train>
 <Train row ='0' page ='1' column ='6'>ypOutpostAsian2</Train>
 <!-- JAPANESE BUILDINGS -->
 <Train row ='0' page ='6' column ='0'>ypShrineJapanese</Train>
 <Train row ='0' page ='6' column ='1'>ypTradeMarketAsian</Train>
 <Train row ='0' page ='6' column ='2'>ypBerryBuilding</Train>
 <Train row ='0' page ='6' column ='3'>YPDockAsian</Train>
 <Train row ='0' page= '6' column ='4'>WallConnector</Train>
 <Train row ='0' page ='6' column ='5'>ypRicePaddy</Train>
 <Train row ='0' page ='6' column ='6'>ypBarracksJapanese</Train>
 <Train row ='0' page ='6' column ='7'>ypStableJapanese</Train> 
 <Train row ='0' page ='6' column ='8'>ypCastle</Train>
 <Train row ='0' page ='6' column ='9'>ypDojo</Train>
 <Train row ='0' page ='6' column ='10'>ypImperialFortress</Train>
 <Train row ='0' page ='6' column ='11'>ypImperialCourt</Train>
 <!-- WALLS -->
 <Train row ='0' page= '255' column ='1'>WallStraight2</Train>
 <Train row ='0' page= '255' column ='1'>WallStraight5</Train>
I am assuming the problem might be the building stages, and I am not familiarized with which ones should be put.
 
Takatmo Yereoc
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Re: PROBLEM - Adding a HC Japanese Building to the Japanese Civ - HELP

Thu Oct 12, 2017 2:30 am

I've used the code you provided and I was able to construct that building using the Japanese villagers without problems.

Also, how is this related to WoL?
Image
 
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Dr Roach
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Re: PROBLEM - Adding a HC Japanese Building to the Japanese Civ - HELP

Thu Oct 12, 2017 10:15 pm

This should go in the library, not here.
 
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miguelangel.briceño-gutierrez
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Re: PROBLEM - Adding a HC Japanese Building to the Japanese Civ - HELP

Sun Oct 15, 2017 6:50 am

Thanks. Finally I found what was causing a problem at my end and removed and now I can build the building. However, I have a question, technically:

1. As you guys see, I used the constructions stages of the Shogunate Wonder building to simulate the construction of the new building. However, the new building is quite bigger than the Shogunate itself. So, is it possible to expand the construction stage to meet the new building size? If so, anyone can tell me how or help me? If not possible, any idea how can I make it more real when the building is being built? The villagers are building something far away from the actual building, if you know what I mean, please let me know and thanks. 

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