Unfortunately you can't destroy buildings. However you can disable UI parts so the player has to destroy some of these buildings if he wants to continue playing, which is basically what I'm doing for...
Type: Posts; User: alpaca; Keyword(s):
Unfortunately you can't destroy buildings. However you can disable UI parts so the player has to destroy some of these buildings if he wants to continue playing, which is basically what I'm doing for...
Use a CharacterTurnStart monitor that increases a counter and then check that counter.
Then use FactionTurnEnd to reset the counter to 0
That's not so easy really. You can't check which settlement is the capital, and you'd have to know the name of the settlement to create a building (using "console_command create_building <settlement>...
Do you mean you want to replenish all pools with the same speed or you want to scale all replenishment speeds uniformly?
Give the other buildings some bonuses with "requires building_present_min_level" conditions
Really? I'd like to know how to do that, too, so give us some piece of code.
Hmm yeah that could possibly cause problems, I'm not sure under which exact circumstances though. I think it has problems if the pool is in a core building or something. If it causes a CTD for you,...
What I meant is that I think the upgrade is a level 6 upgrade no matter if you write it one time or three times (and therefore makes for equivalent stats), which is what the OP meant. It's just...
Why so complicated? Just add "requires building_present_min_level motte_and_bailey" (or whatever it's called) and all your problems are resolved.
By the way: event counters aren't...
Shouldn't the points you get from upgrading only depend on the level, not how often you write it in there?
Well? It's hardly a very important error (I presume it goes away after you end the turn?)
Yeah the problem is the pools are emptied every time the condition isn't met anymore and are not settlement specific anyways. You could only control the pools directly by scripts but I wouldn't try...
Nope, not to my knowledge.
Neither works realistically to do things like this easily.
First of all, you can't use conditions in EDB. As has already been mentioned you have to work with hidden_resources, but they are...
Try spelling the second SettlementName correctly, it could be that you have a wooden wall in another city and that triggers the second monitor.
You clearly didn't understand how traits work. Piety is an attribute which can't be awarded in triggers. You have to create a new trait and use that in a trigger.
A small comment: You don't need the
monitor_conditions I_TurnNumber = 1;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;from turn 1, "banca"=10
set_counter banca 10
terminate_monitor
end_monitor...
Yeah I presume they wanted to add a label/goto system but then decided they didn't need or want one.
Actually, a better way is:
declare_counter memory
monitor_event ...
set_counter memory 0
if ...
set_counter memory 1
Yeah, have a look at the SettlementBuildingExists condition.
I don't think so, but then again I have a chronically bad memory :laughter:
Most console commands are disabled in the retail exe, you have to use "console_command blah" in a script.
No idea, Oppida doesn't change anything building-related. Did you try a siege battle in the campaign?
There's console_command victory which you can use to for example make the rebels win or something:
victory <faction> <short>: show victory message for faction for short or long campaign
You...
I'm not sure really, I got them from our mod folder (Re Berengario made them).
Hey Prof, sounds like a nice approach. Good luck with it.
Can't help you in any large capacity, but you can always ask me questions if you have any ;)
The reason why this has to be treated as a bug is simply that it pretty much thrashes the merchant mechanics. It allows you to have 20 merchants on a resource where you're only meant to have one, and...
We, the Knights Who Say "Ni!", demand that you bring us... a shrubbery! :laughter:
Unless... nah that's too weird and won't work for upgrades :laughter:
reposition_character is an actual scripting command not a console command. I think it works fine. Try using "of London" and not "of_London" because the actual entry in descr_names has a space.
I think you know that you can only do that for characters of which you know the name, right?
Hey guys,
there's a problem with the text files in 1.2, I'll have a look.
Edit:
Ok, try putting the files in this archive into your M2TW/data/text directory:...
Nah racked my brain about that already and couldn't think of anything sensible.
The best you can do is give them low loyalty as GrnEyedDvl mentioned
No, I don't even think the capture_settlement command works anymore (not sure though).
By copying the needed sections from Oppida following the instructions in the readme, replacing the cities in the campaign script, and changing the PostBattle triggers so they don't trigger unduly.
It works only when you use hotseat mode.
But beware: They are generally useless and wear tights (instead of their armor, not under it) :laughter:
Very nice stuff Sher Khan :laughter:
I have a suggestion: The elephant-killing grenadier (aka Naffatun)
You could draw him (or since you seem to prefer women, her) with a beret and put him/her...
If you have some modding skills, that is.
Anno Domini MXVI is a mod that aims to represent medieval Europe as realistic and interesting as possible using the M2TW engine. Our primary aim is to...
An addition to that: Those don't change the regeneration speed of the pools. They regenerate at their normal pace (like they would if you recruited all units in one turn).