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Thread: Changing capitals

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  1. #1

    Default Changing capitals

    Ok, so you can monitor when a player does this and remove cash eg

    monitor_event FactionNewCapital FactionIsLocal
    console_command add_money -5000

    And you can create interactive events, BUT how would you script it so that if they try and change their capital, you ask them are you sure, yes triggers the change, no cancels the event.

    Is this doable true scripting?

    I want to do more than just reduce cash, as people should be unhappy etc, but cannot see how to do this part.

    To err is human, but to really foul things up you need a computer.
    Paul Ehrlich

  2. #2
    alpaca's Avatar Harbinger of saliva
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    Default Re: Changing capitals

    Won't work because there's no command to change the capital via script.

    No thing is everything. Every thing is nothing.

  3. #3

    Default Re: Changing capitals

    Once they opt to change capital you cant stop it through a script (as alpaca said), but you could have an event message pop up telling the player that this has cost them money or caused unrest amongst settlements. Although you would need another script to place turmoil in the previous capital.

    From my experience with adding turmoil to a settlement it doesnt really do a whole lot, unless the settlement is already less then content (yellow face or red) and only has 1 or 2 units defending.
    ...longbows, in skilled hands, could reach further than trebuchets...

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