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Thread: Making Auto Management Not Build A Building

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  1. #1
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    Default Making Auto Management Not Build A Building

    Hi all.

    Is it possible to make a specific building not get built by the auto management mode. Likewise is it possible to make a specific building not get built by the ai (without scripts)?

    I have tried making the building only have negative bonuses but the auto manager still builds it.

  2. #2
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Making Auto Management Not Build A Building

    Individual buildings can not be excluded from the AI managment as long as they are in the EDB.










  3. #3

    Default Re: Making Auto Management Not Build A Building

    you might be able to make it possible so specific buildings can not be built while auto managed, but you would need to write a script... I would imagine creating an event counter in the campaign script which is also used as a condition to build the building... for the AI, something like...

    monitor_event FactionTurnEnd FactionIsLocal
    set_event_counter AI_No_Build 1
    end_monitor
    monitor_event PreFactionTurnStart FactionIsLocal
    set_event_counter AI_No_Build 0
    end_monitor

    then in the EDB after the buildings you don't want the AI to build, put...

    and event_counter AI_No_Build 0

    The AI should not have access to the building, but the player will...

    When it comes to auto managed, i was thinking about it and it would require a rather detailed script. Its not as simple as the above script because you need to set the event_counter to 1 only when the settlement is auto managed and then to 0 when the player selects a settlement not auto managed. To do that, you would then need to set it back to 1 when that settlement is no longer selected. and the easiest way to do that is by setting the counter to 1 on faction turn start (making it unavailable to the player), then when the building scroll is opened you need to check if the settlement is auto managed (which would require a separate counter for every settlement), if its not auto managed, set the counter to 0 and the building should be avaialable... so umm, yeah, thats a little more in depth then the AI one But it should be possible to do and regardless of how long the script turns out to be, should not cause any turn lag!...

    although there are others here with alot more scripting experience then myself who might be able to shed more light on the topic...
    ...longbows, in skilled hands, could reach further than trebuchets...

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