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Thread: Making certain buildings not available at start?

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  1. #1

    Default Making certain buildings not available at start?

    Hello, everyone. I'm currently trying figure a way to make certain building not available until a certain time. For historical reasons, my mod is starting at a much earlier date than 1700, and the "army Encampment buildings" at start build units like Dragoons and such that I don't want available just yet.
    Any ideas how I can make them not built at start, and how to make them available around 1670 or so?
    Thank you.


    .




    "Sometimes the best words are those left unsaid..."

  2. #2

    Default Re: Making certain buildings not available at start?

    Perhaps require inventions for their construction/training?

  3. #3

    Default Re: Making certain buildings not available at start?

    Well, I found the building ID In the editor, and there was a condition window beside it, but there wasn't a condition there i could really use...




    "Sometimes the best words are those left unsaid..."

  4. #4

    Default Re: Making certain buildings not available at start?

    single bump




    "Sometimes the best words are those left unsaid..."

  5. #5
    the_mango55's Avatar Comes Rei Militaris
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    Default Re: Making certain buildings not available at start?

    I have no idea how to enable something at a certain date, but I know what would probably work.

    Go to your "technologies.db" file and find "military_army_carbines" entry. Change the building prerequisite from "army_encampment" to "army_board"

    Then find "military_army_shortened_carbines" and change the tech tree position from 2 to 6.

    This will unlock dragoons far later in the game.
    ttt
    Adopted son of Lord Sephiroth, Youngest sibling of Pent uP Rage, Prarara the Great, Nerwen Carnesîr, TB666 and, Boudicca. In the great Family of the Black Prince

  6. #6

    Default Re: Making certain buildings not available at start?

    Okay, I see where you're going. Good idea. However, if I change the tech from 2 to 6, what will happen to the 6? Will it swap with it and be placed to where 2 was?




    "Sometimes the best words are those left unsaid..."

  7. #7
    the_mango55's Avatar Comes Rei Militaris
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    Default Re: Making certain buildings not available at start?

    there is no 6 for the army board. There's 8 positions for every building, not all of them are used. when you open the tech browser in game, this is the way they are laid out:

    0 1 2 3
    4 5 6 7

    The carbines are at position 2 for army encampment, so when you move them to army board they occupy the same slot as shortened carbines, which isn't good. Since shortened carbines is an upgrade, they need to be directly below regular carbines, so I put them at 6.
    ttt
    Adopted son of Lord Sephiroth, Youngest sibling of Pent uP Rage, Prarara the Great, Nerwen Carnesîr, TB666 and, Boudicca. In the great Family of the Black Prince

  8. #8

    Default Re: Making certain buildings not available at start?

    Okay, I'm a tad confused, but I'll study on this some.
    Thanks for your advice and help.


    .




    "Sometimes the best words are those left unsaid..."

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