This also exist on the wiki for building effects:
https://wiki.twcenter.net/index.php?title=Export_descr_buildings.txt_-_M2TW
construction_cost_bonus_wooden
YES
NO
reduces cost of 'material...
Type: Posts; User: Gebilde; Keyword(s):
This also exist on the wiki for building effects:
https://wiki.twcenter.net/index.php?title=Export_descr_buildings.txt_-_M2TW
construction_cost_bonus_wooden
YES
NO
reduces cost of 'material...
Look up descr_cultures
There you can change it per culture
Thank you that looks usefull
ad this to the
descr_campaign_db
in the religion part
<founding_conversion_default_rate float="0.01"/> set how much a settlement will convert to its founding factions religion as set in the strat...
So "extra_construction_points" substract building time as oposed "construction_time_bonus_other" witch uses percentage.
Building needs 10 turns
extra_construction_points 5 = reduced to 5 turns =...
Why not activatet the regions religion influensing each other, and give the roman empire buildings a way higher convertion rates.
Hordes can only sack or occupie
You mean:
amplify_religion_level
law_bonus bonus 1 requires factions { faction, } and region_religion (religion) 50
law_bonus bonus 1 requires factions { denmark, } and region_religion catholic 50
Like this?
If you donīt add a religion to the building it will convert to faction religion
Build happiness Buildings
And keep rejecting keatons for that settlement
There is also volvagian as guild npc for them you need to be, not being gorons, ad war with them or owning deathmountain
Keatons and Minsh are Guildfactions.
Haunts are down in the bottom left corner.
Stormzora the Islands in the bottom middle.
Crown Ridge Gorons in the bottom right corner.
If you want to build a...
https://www.twcenter.net/forums/showthread.php?806068-Getting-the-AI-to-Use-Forts&p=15935459&viewfull=1#post15935459
How about a unit limit dynamic or other wise?
A way to label troops
for example many mods use garnission scripts when a settlement is under siege, wich spawns units with a defender attribute, wich then get auto destroyed when the siege ends....
If you want expbonus
simply adding a recrutepool for that
recruit_pool "unit" 0 0.01 0 2 requires factions { faction, }
to give units expbonus upon recut and retraining
you would need to...
maybe add large free upkeep bonus
it does work
https://www.twcenter.net/forums/showthread.php?95018-Editing-Morale&p=15249037&viewfull=1#post15249037
negative bonus ussally donīt work alone only reducing positive bonus
How about making, at the moment unrecrutable, agents recruitable?
like the princess, the inquisitor, witches and heretic.
That would also be awesome
But take your time :thumbsup2
Would it be possible to sack a city without taking that city, (giving it over to rebels) simliare how hordes do it?
maybe adding or replacing one of the postsiegebattle decision?
Maybe reduce the level of the settlement downgrading the corebuildings
That sounds cool
will there be away to chose betwen stone forts (for permanent as example) and wooden as temporea forts?
http://www.twcenter.net/forums/showthread.php?665782-Sap-and-swim-animations&p=15361572&highlight=#post15361572
you can change that by scripting the relationsship of factions to neutral with all other factions once their are defeated in the campaign script
There exesit a feature wicht let you hide the slavefaction religon indicator in forgein settlements
would it be possible to expand that for other religions?
https://www.twcenter.net/forums/showthread.php?568506-New-hardcoded-list&p=15918855&viewfull=1#post15918855
https://www.twcenter.net/forums/showthread.php?624259-TWTECV-TW-Text-Editor-Cleaner-amp-Validator-v1-20&highlight=TWTECV
try this tool
Maybe displaying counter from the campaign_script in the game
This a pipedream i know but a dedicate culturemeter simliare to religionmeter so you could have both.
A culture meter could be used similare effekt than religion but also for example for unit, wihle...
Gratulations on getting your own forum subsection
Also these in the descr_campaign_db?
<founding_conversion_default_rate float="0.01"/>
<neighbour_normalise_weight float="0.01"/>
<governor_conversion_rate_offset float="0.01"/>...
Did you give faction these religion and addet them to buildings?
@youneuoy
@Aura
thank you both for working on this.
Would it be possible to reactivet Rome/BI features like: (recruit "unit" 0 requires factions { faction, } ), wich requers populations or giving back population when disbandet
seperat walls and...
Its my edit with the more religions
it did work before with the religions
I did asing them to diffrent faction but did not change the crashing faction
afterwards i changed them back but the game...
Everytime i click endturn the mod crashes at the same faction turn.
When i play the faction it crashes at the rebelfactionturn
It doesnīt crash wehn i disable the ai
end of the crashlog
...
That would be awesome Aura.
Will do then further testing
Yeah in game but not in geomode
I tried it
It doesnīt work if there are more than 10 religions