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Thread: [Idea] Soft units caps - events and the like

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  1. #1
    l33tl4m3r's Avatar A Frakkin' Toaster
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    Default [Idea] Soft units caps - events and the like

    What I want to know;

    Can we use and event to trigger an increase or decrease in say, the hessian line infantry cap?

    If so, how do we create said event?

    Then, once said event is created, how would we tie it to a specific building?

    I think this can be done in much the same way as the number of rakes and such goes up when you build certain buildings.

    ---

    If done, we could then use this to create a soft unit cap, where capturing or losing a territory would effectively decrease or increase whatever units' events were tied to a specific building in say, the capitals.

    Then, we could create base unit caps for ALL units. Representing standing armies at the start of the game. As you took or lost territory, you would be able to recruit units respectively.

    What do you folks think?

    Is it possible to create events? Anyone tried?

    Any help on this would be greatly appreciated!
    [House of Caesars|Under the Patronage of Carl von Döbeln]

  2. #2
    Chevalier IX's Avatar Primicerius
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    Default Re: [Idea] Soft units caps - events and the like

    this sounds like a good idea,which brings to mind...where the hell are the hessian grenadiers....

  3. #3
    l33tl4m3r's Avatar A Frakkin' Toaster
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    Default Re: [Idea] Soft units caps - events and the like

    Just a bump so it doesn't get lost.

    --

    Anyone made any progress with effects as of yet?

    I am pretty sure I can mod the game to have soft unit caps by using building_factionwide_effects_junction once we know how to create effects.

    Like agent_cap_rake of magnitude 1, we should be able to unit_cap_specificUnitHere +1. And we should be able to do this for every say, army college, or whatever building should increase the recruitment cap in the capitals.
    [House of Caesars|Under the Patronage of Carl von Döbeln]

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