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Thread: Script possible? After sacking/exterminating=downgrade of settlement

  1. #1

    Default Script possible? After sacking/exterminating=downgrade of settlement

    Hiya!


    Coming back to Medieval II and Kingdoms after a couple of years.

    I'm looking into modding my vanilla to tweak it my personal likings.

    I tried to look for a script that downgrades the level of a settlement whenever it has been sacked/exterminated, e.g. Small city=> Large town, Fortress => Castle. My motivation behind this is to be able to apply "scorched earth" tactics in my campaigns. (And to see Paris to be humbled to the level of a pesky village )

    Seeing i haven't found any of these scripts, I wonder if this would be hard-coded?


    Thanks!
    Last edited by Dark_Enlighter; October 11, 2018 at 06:28 AM. Reason: confusing title of thread
    "To make oneself an object, to make oneself passive, is a very different thing from being a passive object."
    - Simone de Beauvoir, "The Second Sex"

  2. #2

    Default Re: Script possible? After sacking/exterminating=downgrade of settlement

    Isn't there a hard-coded downgrade with Exterminate?
    It began on seven hills - a historical house-ruled Romani AAR
    Heirs to Lysimachos - a semi-historical Epeiros-as-Pergamon AAR
    Philetairos' Gift - a second attempt at an Epeiros-as-Pergamon AAR


  3. #3

    Default Re: Script possible? After sacking/exterminating=downgrade of settlement

    Quote Originally Posted by QuintusSertorius View Post
    Isn't there a hard-coded downgrade with Exterminate?
    That was true with RTW (1), IIRC. For MTW2 CA seems to have removed that action.
    "To make oneself an object, to make oneself passive, is a very different thing from being a passive object."
    - Simone de Beauvoir, "The Second Sex"

  4. #4

    Default Re: Script possible? After sacking/exterminating=downgrade of settlement

    There's definitely something that happens to wreck the infrastructure in a settlement on Exterminate in M2TW.
    It began on seven hills - a historical house-ruled Romani AAR
    Heirs to Lysimachos - a semi-historical Epeiros-as-Pergamon AAR
    Philetairos' Gift - a second attempt at an Epeiros-as-Pergamon AAR


  5. #5
    Withwnar's Avatar Script To The Waist
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    Default Re: Script possible? After sacking/exterminating=downgrade of settlement

    Extermination (and Sacking?) can destroy buildings. Settlements can't be downgraded ever, certainly not by script. Wish they could.

  6. #6
    Gigantus's Avatar I came, I saw, I tutored
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    Default Re: Script possible? After sacking/exterminating=downgrade of settlement

    Core buildings are destruction (total removal) proof then? That's a pity - could do some cool stuff with that, turning a thriving metropolis into a base village with only a cathedral has something about it


  7. #7
    Withwnar's Avatar Script To The Waist
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    Default Re: Script possible? After sacking/exterminating=downgrade of settlement

    You can script-destroy a core_building building but it doesn't affect the settlement size, therefore not the strat or battle models either.

  8. #8
    Gigantus's Avatar I came, I saw, I tutored
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    Default Re: Script possible? After sacking/exterminating=downgrade of settlement

    I just tried that with BG - London still had it's wooden wall in the building list (bottom of UI).

    Code:
    	monitor_event FactionTurnStart FactionIsLocal
    		destroy_buildings england core_building true
    		terminate_monitor
    	end_monitor


  9. #9
    Withwnar's Avatar Script To The Waist
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    Default Re: Script possible? After sacking/exterminating=downgrade of settlement

    You're right, it doesn't destroy them. Huh, I was sure I tried that, though long ago.

    Nor these: mines, roads, farms. destroy_buildings can destroy hinterland buildings so that's not the reason. Rather, because they're hardcoded special buildings I reckon. Ports are too but they can be destroyed, although they can by normal means as well.

  10. #10
    Gigantus's Avatar I came, I saw, I tutored
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    Default Re: Script possible? After sacking/exterminating=downgrade of settlement

    I'll subscribe to the 'hard coded special buildings' theory.


  11. #11

    Default Re: Script possible? After sacking/exterminating=downgrade of settlement

    how about destroy and than rebuilding with a lower level

  12. #12
    Withwnar's Avatar Script To The Waist
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    Default Re: Script possible? After sacking/exterminating=downgrade of settlement

    The can't be destroyed.

  13. #13

    Default Re: Script possible? After sacking/exterminating=downgrade of settlement

    The destroy_building command only works faction-wide in any case. It would destroy every instance of that building held by that faction, not just one in a targeted settlement.
    It began on seven hills - a historical house-ruled Romani AAR
    Heirs to Lysimachos - a semi-historical Epeiros-as-Pergamon AAR
    Philetairos' Gift - a second attempt at an Epeiros-as-Pergamon AAR


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