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  1. #1

    Default Recruiting conditions

    Hi,
    I'd like to set certain recruiting conditions which are a combination of zone of recruitment, and monitor_condition.
    Eg. a unit becomes available only in certain regions (I know this is done with hidden resources) after certain building in a settlment, other than the one I'm recruiting from, has been built. Let's say I have a Rhodos Palace Guards. They could be available throughout my kingdom or only in few provinces around Rhodes (up to the usage & placement of hidden resources), but only after the Mayor's Palace has been built *on Rhodes*. Let's say, in my game turn, I'm looking at a recruitment tab in Antioch, and if there's a Mayor's Palace on Rhodes, Palace Guards are available.

    I'd appriciate any help with scripting this.

    Author of the ---== Knights Templar Mod ==---
    Creator of the ---== Lord Calidor's Weapon Pack 1 ==---
    Member of the ---== Dominion of the Sword ==--- and ---== C.B.U.R.P ==---

  2. #2

    Default Re: Recruiting conditions

    Do you want to recruit and somewhere else after the build of a building?
    Because only for the recruitment the hidden resource is fine.

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  3. #3

    Default Re: Recruiting conditions

    Quote Originally Posted by Lord_Calidor View Post
    Hi,
    I'd like to set certain recruiting conditions which are a combination of zone of recruitment, and monitor_condition.
    Eg. a unit becomes available only in certain regions (I know this is done with hidden resources) after certain building in a settlment, other than the one I'm recruiting from, has been built. Let's say I have a Rhodos Palace Guards. They could be available throughout my kingdom or only in few provinces around Rhodes (up to the usage & placement of hidden resources), but only after the Mayor's Palace has been built *on Rhodes*. Let's say, in my game turn, I'm looking at a recruitment tab in Antioch, and if there's a Mayor's Palace on Rhodes, Palace Guards are available.

    I'd appriciate any help with scripting this.
    Hmmm, I don't know, but maybe you could script the Mayor's Palace to be built automatically when a certain event happens. Then, use the same "event_counter" to restrict the recruitment of your Palace Guard unit in addition to a "hidden_resource" that restricts their recruitment to certain regions. How about that?

  4. #4

    Default Re: Recruiting conditions

    so you want to be able to recruit 'a unit' which is tied to a hidden_resource, but only after a specific building has been built?

    Meaning, the hidden resource alone is not enough to recruit this unit?

    if thats the case, in the EDU wherever you see this unit in question it will have somthing like this...
    Code:
    recruit_pool "Mongol Horse Archers"  1   0.25   2  0  requires factions { mongols, } and hidden_resource Mongol_Heavy_Archers
    simply add somthing like this...
    Code:
    recruit_pool "Mongol Horse Archers"  1   0.25   2  0  requires factions { mongols, } and hidden_resource Mongol_Heavy_Archers and building_present_min_level 'building of your choice here'
    Somthing like that might be sufficient for what you're looking for?...
    ...longbows, in skilled hands, could reach further than trebuchets...

  5. #5

    Default Re: Recruiting conditions

    Yes something like that, however, can the building_present_min_level condition be used in EDB?

    Author of the ---== Knights Templar Mod ==---
    Creator of the ---== Lord Calidor's Weapon Pack 1 ==---
    Member of the ---== Dominion of the Sword ==--- and ---== C.B.U.R.P ==---

  6. #6

    Default Re: Recruiting conditions

    im sorry, i meant EDB not EDU... So yes...
    ...longbows, in skilled hands, could reach further than trebuchets...

  7. #7
    aduellist's Avatar Push the button Max!
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    Default Re: Recruiting conditions

    Quote Originally Posted by Lord_Calidor View Post
    Yes something like that, however, can the building_present_min_level condition be used in EDB?

    The problem there is that you can't tie it to building present in another particular settlement AFAIK.

    You could handle it in the way that PDER handles longbows. The English cannot recruit longbows until it conquers a province in Wales. That triggers an event and EDB uses that event as a condition for recruitment.

    So you could tie completion of a Mayor's Palace on Rhodes to an event in the campaign script, then use that event as the condition in EDB for recruitment in any appropriate barracks. You should also be able to take it a step further and disable recruitment if you ever lose Rhodes.
    Last edited by aduellist; June 05, 2008 at 06:17 PM.
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  8. #8

    Default Re: Recruiting conditions

    Thnx guys, now I have a clearer picture. Gonna try it soon.

    Author of the ---== Knights Templar Mod ==---
    Creator of the ---== Lord Calidor's Weapon Pack 1 ==---
    Member of the ---== Dominion of the Sword ==--- and ---== C.B.U.R.P ==---

  9. #9

    Default Re: Recruiting conditions

    aduellist
    can you make exemplary event checking construction specific structure in specific region or only conquere specific region? I've tried to make it but without success

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