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  1. #1

    Default scripted disaster type events

    Ok, so I have three questions. First, is it possible to imitate disasters, i.e. have a specific settlement be damaged as a result of a choice event (blackmail, i.e. give us gold or we bomb your capital's barracks) and if not, can disasters in decr_disasters (aside from the plague) be linked to scripts? Third, how exactly does the descr_disasters thing work, and what are the limits, as in can I add a new disaster type?
    A well informed opinion is a well formed opinion.

  2. #2
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: scripted disaster type events

    - Disaster types are hard coded.
    - You can add them through the campaign_script
    - you can destroy buildings and start the plague through the campaign_script
    - Descr_disasters works on a random base. That is to say, the frequency is set, but the position is random.










  3. #3

    Default Re: scripted disaster type events

    I want to sestroy buildings in specific settlements, though- I don't think I can do that. I know I can remove population (console command add_population -whatev) and have a historic event to alert the player (all of which would be triggered by a yes/no event and/or a random counter) BUT I can't destroy buildings in that settlement w/o destroying them everywhere else.
    Or am I missing something?
    A well informed opinion is a well formed opinion.

  4. #4
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: scripted disaster type events

    No, you are correct. the only way to possibly damage a building would be by scripting a revolt, but that is certainly not effective.

    It is annoying that can create a building in an individual settlement but not destroy it again selectively.










  5. #5

    Default Re: scripted disaster type events

    Yes, I think so too. Ah wel. I gues my revollutionaries will only slaughter civilians.
    A well informed opinion is a well formed opinion.

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