Thank you mate!
Hey, is there a way to influence the building activity of watch towers by the AI? Is there something like an "watch tower building rate" that can be reduced or anything comparable?
I really don´t like to be surrounded by a forrest of watch towers especially when I have conquered the terrain they´re built on and I can´t destroy them.
Any ideas?
"Most people are like a leaf which is blown and turning around through the air,and wavers, and tumbles to the ground.
But others, a few, are like stars, they go on a fixed course, no wind reaches them, in themselves they have their law and their course."
Siddhartha in Siddhartha by Herman Hesse, Chapter Six
Because they look like pimples on the face of the beautiful landscape you designed...
I just don´t want them in my property... I rather like to build a fort and place a spy in it than a watch tower... why were they concepted anyway like that... why are they indestructable? Doesn´t make sense to me...
"Most people are like a leaf which is blown and turning around through the air,and wavers, and tumbles to the ground.
But others, a few, are like stars, they go on a fixed course, no wind reaches them, in themselves they have their law and their course."
Siddhartha in Siddhartha by Herman Hesse, Chapter Six
If you want to stop the AI from building them, all you have to do is make them extremely expensive.
ps: PI\descr_cultures.txt, watchtower_cost for all cultures
Last edited by HouseOfHam; October 06, 2008 at 04:33 PM.
RTR website/SVN admin
- Settlement coordinate locator -for RTW/M2TW
- EDB Validator v1.2.8 (Oct 16, 2012) - for RTW/M2TW
- RTW scripting tutorials
- n-turns per year script generator
"Most people are like a leaf which is blown and turning around through the air,and wavers, and tumbles to the ground.
But others, a few, are like stars, they go on a fixed course, no wind reaches them, in themselves they have their law and their course."
Siddhartha in Siddhartha by Herman Hesse, Chapter Six
He he, nice little trick - we won't make those watchtowers expensier though so Argyri you'll have to do it yourself.
P.S. Hmm, maybe I can raise the cost with the explanation that making border watch actually isn't as cheap as vanilla suggests
P.S.2. Cost raised to 450. Argyri, if you want to completely get rid of them give them 9999 cost
"Most people are like a leaf which is blown and turning around through the air,and wavers, and tumbles to the ground.
But others, a few, are like stars, they go on a fixed course, no wind reaches them, in themselves they have their law and their course."
Siddhartha in Siddhartha by Herman Hesse, Chapter Six
From post 1
So to realise this, you don't need to create a script, and i don't believe a script can afford this.Quote:
Originally Posted by Leonidas480bc View Post
Ok this is more of a suggestion but, Spartans are recruitable in Tarrantino and it takes 2 turns in the barracks. What i propose is adding a new building at the city level called foreign ambassador it would have 3 levels and each level would reduce the delay of getting the Spartans. So at 3rd city hall building you can build ambassador post, it would allow you to call for aid from sparta in the way of now being able to receive said troops in 5 turns. At 4th city hall upgrade you could build ambasador villa, reducing the time to 3 turns. And finally at 5th city hall upgrade you can build Bouleuterion or town council chambers/court house, reducing the time to 2 turns. The turn delay acts like prestige, bigger cities don't have to wait as long for help.
But, if PI has still enough unit blocks available in edu, then you just only need to code the same Spartan unit with different names (first line), and with different training times each. Then just set them up into the different edb buildings as recruitment. Easy to do, as said, if enough unit space in edu available.
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Man, you can make that lowered recruitment SO EASILY in MTW2:Kingdoms.....
I don't know if u guys still need help with scripting , and since there are a lot of master modders here , i don't know if it will be necessary , but i'm learning about scripting now (easy scripting tough ) and if i'm good enough i'll see if i can help .. Exams are coming , wich is a bummer , and i'm very young (+english isn't my native language) , so it'll take a long time before i'm good at scripting ..
I'll give you a sign if i'm good enough
Grtz,
Pope
Just learned the very basics , for instance : If i press a certain show me how button , 4 gallic noble cavalry units appear in Arretium (Regardless of wich faction owns arretium .. Ow , it's Vanilla ) ... I know half of all RTW players can do this tough , but i'll continue learning
1. Use On_display instead of Script in EDA, then you won't have to press 'Show me how'.
2. Be careful with spawning units like that. If you spawn a unit for a faction it wouldn't normally belong to, there will probably be no texture defined in DMB for that union/faction combination, so you'd then get a missing texture CTD when that unit takes part in a battle.
RTR website/SVN admin
- Settlement coordinate locator -for RTW/M2TW
- EDB Validator v1.2.8 (Oct 16, 2012) - for RTW/M2TW
- RTW scripting tutorials
- n-turns per year script generator
Last edited by PopePopo; December 02, 2008 at 12:46 PM.