Just wondering if there was a definitive guide to the EDU file somewhere - I am curious about attributes:
i.e.
attributes sea_faring, hide_forest, can_withdraw, tripoli, antioch
What significane do the city names have in the attributes field?
Just wondering if there was a definitive guide to the EDU file somewhere - I am curious about attributes:
i.e.
attributes sea_faring, hide_forest, can_withdraw, tripoli, antioch
What significane do the city names have in the attributes field?
Strange, I don't seem to have any city names in any of my EDU files in any mod, not under attributes. I've noticed 'Arguin' as a resource under Arguin in base/descr_regions but thats about all.
I'm pretty sure this is from the Crusades EDU file...
Sorry, still can't see it. Even in Crusades...
Hmm, interesting. Well, I can tell you for sure that it's in the Grand Unit Add-on Mod EDU...that's where I copied the above info from.
I just assumed it was also in Crusdaes (b/c of Anticoh/Tripoli). Guess not.
I've never seen cities as attributes before either, you could try PMing a modder who has worked on Grand Unit Add-on and ask what it does, and by any chance are the units with these attributes only recruitable in those cities or require those cities to be allowed to recruit them?
I do not know what the initial use of having city names as attributes was intended for, but i do know that you can add as many attributes as you like to the EDU attributes line of any unit. The attributes you add won't do anything other then being able to call on it in script, so it most likely has somthing to do with being able to call upon every unit in the game with that attribute. If it is to do with rebel spawning then it is mostly likely used to kill them off after a specific event.
Thats just my guess...
...longbows, in skilled hands, could reach further than trebuchets...
hmmm...ok. It's a shame that it can't be used to replace hidden resources - it work more effectively I think.
Thanks for the replies !