First, let me begin by stating that this method is not my original idea. Taiji posted the method, which he read from somewhere else (I think) so the original idea isn't mine. Nonethelsse, I thought that it would be best to sum up what to do.
THis tutorial will show how to have buildable wooden forts while still having "permanent" preplaced stone forts on the battlefield.
What you will need:
Decr_REgions
the region map
Descr_Strat
Campaign script
a spare faction
knowledge about descr_strat (
knowledge about forts (link: http://www.twcenter.net/forums/showthread.php?t=360928)
First, open the map you want to add forts to and find the location of the fort. I would keep the map open as a reference.
Go to descr_regions and add the fort to the region:
region [region_name]farming_level [number]famine_threat [number]fort 176 217 stone_fort_a culture northern_european
Then open decr_strat and add a new faction at the bottom of the factions list. In the characters section, add spies to every fort location:
faction fortifier, balanced_smith
ai_label default
denari 1000
denari_kings_purse 100
character FortBlah, spy, male, age 18, x 176, y 217
traits GoodSpy 5 , NaturalSpySkill 3
Note that the coordinates are the same as the fort's. This is important.
Then, go to the campaign script and add this:
FreezeFactionAI fortifier
this will prevent the spies from moving or aging.
FInally, add your new "faction" to descr_sm_factions:
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
faction fortifier
culture southern_european
religion heretic
symbol models_strat/symbol_empire.CAS
rebel_symbol models_strat/symbol_rebels.CAS
primary_colour red 83, green 191, blue 255
secondary_colour red 216, green 222, blue 231
loading_logo loading_screen/symbols/symbol128_venice.tga
standard_index 0
logo_index FACTION_LOGO_VENICE
small_logo_index SMALL_FACTION_LOGO_VENICE
triumph_value 5
intro_movie faction/major_intro.bik
victory_movie faction/venice_win.bik
defeat_movie faction/venice_lose.bik
death_movie faction/venice_lose.bik
custom_battle_availability yes
can_sap yes
prefers_naval_invasions yes
can_have_princess yes
has_family_tree yes
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
If there are already preplaced forts, tehn you'll need to change the decr_campaign_db
<settlement>
<sack_money_modifier float="0.4"/>
<exterminate_money_modifier float="0.5"/>
<chiv_spf_modifier float="1.0"/>
<chiv_sof_modifier float="1.0"/>
<dread_sof_modifier float="-1.0"/>
<piety_cor_sif_modifier float="1.0"/>
<piety_admin_sif_modifier float="1.0"/>
<port_to_port_mp_min float="100.0"/>
<heresy_unrest_modifier float="30.0"/>
<religion_unrest_modifier float="20.0"/>
<siege_gear_required_for_city_level string="huge_city"/>
<siege_gear_required_for_castle_level string="moot_and_bailey"/>
<no_towers_only_for_city_level string="huge_city"/>
<no_towers_only_for_castle_level string="moot_and_bailey"/>
<min_turn_keep_rebel_garrison int="999"/>
<destroy_empty_forts bool="true"/>
<can_build_forts bool="true"/>
<fort_fortification_level string="3"/>
<games_races_cost_modifier float="0.25"/> <!-- games and races cost modifier -->
<alternative_religious_unrest bool="false"/> <!-- alternative settlement religious unrest calculations -->
<alt_rel_allied_modifier float="0.5"/> <!-- allied religion cumulative total modifier -->
<alt_rel_gov_modifier_base float="2.0"/> <!-- governors piety religion base modifier -->
<alt_rel_gov_coefficient float="-0.2"/> <!-- governors piety religion coefficient -->
</settlement>
change the bolded lines to "true" if they are set to "false."