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  1. #1

    Default forts and traits

    Hi peeps, am working on the rnj mod, had a request to put in a "supply" route for the supply traits used in many mods now, you know the one that reduces your army's morale 1 level per turn in enemies lands. Had an idea to use forts as an supply base in enemy's lands, but dont know whether the export_descr_character_traits file accepts forts as a building? Here's what I want to achieve;

    Trigger Resupply base
    WhenToTest CharacterTurnEnd

    Condition EndedInSettlement
    and SettlementBuildingExists = fort
    and Trait supply > 1

    Affects supply -9 Chance 100

    or

    Trigger Resupply base
    WhenToTest CharacterTurnEnd

    Condition EndedInfort
    and Trait supply > 1

    Affects supply -9 Chance 100

    However "fort" doesn't exist in buildings directory, and "EndedInSettlement" probably wont include a fort, and using "Condition EndedInfort" seems to trigger resupply without the fort?
    Any one know how to get the above working, pretty please with icing on top?

  2. #2
    Squid's Avatar Opifex
    Patrician Artifex Technical Staff

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    Default Re: forts and traits

    No a fort is not a building.
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  3. #3

    Default Re: forts and traits

    Is there any triggers available to use with forts?

  4. #4
    StealthEvo's Avatar Campidoctor
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    Default Re: forts and traits

    You know you could have sent me a Pm. I am your team leader....But as far as i'm aware no. There are 'ways' around this, but it's not a clear cut Fort trigger and they could fire under a series of other circumstances.

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