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Thread: [Released] Local Specialties (Update 17 - 04 - 2013!)

  1. #21
    Broke1980's Avatar Civis
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    Default Re: [Released] Local Specialties

    Meh.
    Shogun is still more important.


    Quote Originally Posted by DaFranker View Post
    Haha, yeah!

    I wish I could dump my life. Unfortunately, the human race depends on my pathological aversion to humility and sheer unbridled genius in order to survive. Must bring about a technological singularity before politicians and money doom us all...

  2. #22

    Default Re: [Released] Local Specialties

    Any progress on this?

  3. #23
    psihopatzof's Avatar Laetus
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    Default Re: [Released] Local Specialties

    Quote Originally Posted by W4lt3r View Post
    Any progress on this?
    +1 ?

  4. #24
    Lito's Avatar Civis
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    Default Re: [Released] Local Specialties

    I am interested too, updates?

  5. #25

    Default Re: [Released] Local Specialties

    Quote Originally Posted by Chance View Post
    Yeah, I agree. This is theoretically an awesome mod that would SIGNIFICANTLY improve my game-play experience.

    But the fact that the buildings are non-destructible is IMO game-breaking (or perhaps "mod-breaking?").
    Any chance this is ever going to be updated and the buildings will become destructible?

  6. #26

    Default Re: [Released] Local Specialties

    Quote Originally Posted by Chance View Post
    Yeah, I agree. This is theoretically an awesome mod that would SIGNIFICANTLY improve my game-play experience.

    But the fact that the buildings are non-destructible is IMO game-breaking (or perhaps "mod-breaking?").
    Agrees with this
    Spoiler Alert, click show to read: 
    Quote Originally Posted by King Kong
    Hey moonflower, just wanted to say that your descriptions are indeed the best, so I will use all of them, of course. Regards

  7. #27

    Default Re: [Released] Local Specialties

    it would be cool if once u research matchlock towers all your settlements will just get them and so on...maybe pay a general fee upon researching or something of the like would be cool....also for castles maybe.... this idea may be but I'm drunk and it sounds good right now
    <img src="http://desmond.imageshack.us/Himg521/scaled.php?server=521&amp;filename=romesig5.png&amp;res=landing" border="0" alt="">

  8. #28

    Default Re: [Released] Local Specialties

    Can u make it so that it only allow to build gold mine and blacksmith and nothing more?

  9. #29

    Default Re: [Released] Local Specialties

    Quote Originally Posted by Hamsterkun View Post
    Can u make it so that it only allow to build gold mine and blacksmith and nothing more?
    Yes, that's an easy tweak. The problems mentioned above/earlier are still there though, and I haven't yet taken the time to do the whole trial-and-error process involved in figuring out how to make the buildings behave as desired. Considering I don't play Shogun II very often these days, I wouldn't hold anyone's breath on that.

    If you still want that, though, it can easily be done.

  10. #30

    Default Re: [Released] Local Specialties

    Quote Originally Posted by DaFranker View Post
    Yes, that's an easy tweak. The problems mentioned above/earlier are still there though, and I haven't yet taken the time to do the whole trial-and-error process involved in figuring out how to make the buildings behave as desired. Considering I don't play Shogun II very often these days, I wouldn't hold anyone's breath on that.

    If you still want that, though, it can easily be done.
    Please that would be awesome

  11. #31
    Lito's Avatar Civis
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    Default Re: [Released] Local Specialties

    Yes please.

  12. #32

    Default Re: [Released] Local Specialties

    So. It's NINJA UPDATE TIME.

    I've found and fixed the problem with specialty buildings that couldn't be destroyed. Now they can. All of them. I have not tested the effects of this on actual province specialty slots, so if someone could test and report the effects (warning: It might crash your game, corrupt your save, break your heart, throw you in a fire, teleport you to the moon, kill you, or any combination of those) that would be nice.

    Attached is the version where you can build all of them. If anyone is still interested in customized versions that only enable some of them, you should probably PM me - I'll try to keep tabs on this thread, but there's still a good chance I'll miss it if you only reply here.

    If I keep getting back into Shogun at the current trend, I'll soon be making and releasing a few other submods, possibly including something about defensive buildings. Again, though, no hopes up. You've seen what happened the last time I said I'd try to get something out as fast as possible. Heheh
    Attached Files Attached Files

  13. #33

    Default Re: [Released] Local Specialties (Update 17 - 04 - 2013!)

    Looks great!, I will giver a try, thanks for your efforts.

  14. #34

    Default Re: [Released] Local Specialties (Update 17 - 04 - 2013!)

    Hi there. Great mod, works as intended so far. All buildings are destroyable/buildable. I see quite a bit more variety in specialty buildings than others have previously reported and I am currently running this with several other mods that just make the gameplay OOZE epic proportions.

  15. #35

    Default Re: [Released] Local Specialties (Update 17 - 04 - 2013!)

    None of the download links work for me.



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