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  1. #1

    Default restrict buildings

    Hi

    I want to know if I can remove the ability to build certain building if another is built.

    e.g. whitout castles in the map and only cities then in the city choose between city barracks or castle barracks.
    Last edited by wolf-yop; November 02, 2010 at 02:44 PM.

  2. #2

    Default Re: restrict buildings

    Yeah i think it can be done with a small script in CS where it's based upon settlement building exists and then disable the other one with the help of event_counter.
    But it's like we have to specify the settlement name and i can't think of the relation between cities and castles will work but i could be wrong.

  3. #3

    Default Re: restrict buildings

    Quote Originally Posted by Ishan View Post
    Yeah i think it can be done with a small script in CS where it's based upon settlement building exists and then disable the other one with the help of event_counter.
    But it's like we have to specify the settlement name and i can't think of the relation between cities and castles will work but i could be wrong.
    I want to remove castles in the map and only have cities, but I still want the division between city barracks and castle barracks, so if you make a city barrack the stables, castle barracks and bowyer will be disabled and backwards(of course I give the buildings to the cities in the EDB).

    I need to make a script for every settlement?, how?.

  4. #4
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    Default Re: restrict buildings

    You don't need a script just add a not building_present condition to all the levels of the barracks that refers to the other barracks tree.

    Example: For all levels of the city barracks you'd add and not building_present castle_barracks (of course replace castle_barracks with its proper internal name).

    Note: You add it to all levels so you don't see the upper levels of the unbuilt tree in the building browser.
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  5. #5

    Default Re: restrict buildings

    Quote Originally Posted by Sqυιd View Post
    You don't need a script just add a not building_present condition to all the levels of the barracks that refers to the other barracks tree.

    Example: For all levels of the city barracks you'd add and not building_present castle_barracks (of course replace castle_barracks with its proper internal name).

    Note: You add it to all levels so you don't see the upper levels of the unbuilt tree in the building browser.
    thanks

  6. #6
    Gorrrrrn's Avatar Citizen
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    Default Re: restrict buildings

    be interesting to see which barracks the AI builds.

    the alltowns RozMod thread started here:

    http://www.twcenter.net/forums/showt...57#post8392457

    has working EDB which however only has 1 barracks line.
    Last edited by Gorrrrrn; November 06, 2010 at 01:10 PM.

  7. #7

    Default Re: restrict buildings

    Quote Originally Posted by Rozanov View Post
    be interesting to see which barracks the AI builds.

    the alltowns RozMod thread started here:

    http://www.twcenter.net/forums/showt...57#post8392457

    has working EDB which however only has 1 barracks line.
    since i didnt know which barracks the AI will build I decided to make the two barracks but half replenish every one, more unit type this way and the way you have to build more military buildings make the game more difficult.

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