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  1. #1
    fightermedic's Avatar Ordinarius
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    Default building requirements

    hi folks
    does some requirement exist in the EDB that specifies to a sole building of a tree?
    you know like the building_present_min_level requirement but refering to a CERTAIN (and only this single one) building in a tree?

  2. #2
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: building requirements

    The problem with a condition that is restricted just to that one building is:
    - the moment the next building in that tree is build, the condition will return "False" whereas the original will still return "True"

    But you can try this one (used in the regular script):
    SettlementBuildingExists = governors_house

    Most likely it will not work in the EDB. Then you have to write a monitor in the script (for each settlement) which creates an event. This event can then be used as a condition in the EDB. But the is a limit to conditions in the EDB I would believe, so putting up 199 conditional events there will most likely not work either.










  3. #3
    fightermedic's Avatar Ordinarius
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    Default Re: building requirements

    sadly that didn't work
    thanks anyway i'll have to do with hidden resources then

  4. #4
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: building requirements

    That might be a better idea. Let us know how you solved your problem.
    Last edited by Gigantus; September 22, 2010 at 09:53 AM.










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