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Thread: special recruiting conditions for buildings

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  1. #1

    Default special recruiting conditions for buildings

    I integrate a new condition, wich allows to recruit better units only when a special faction building is build. That building will be necessarily for recruiting when a faction spread out and reached provinces which are far away from the faction starting position. In that case the order for the EDB is for example "and building_present_min_level stele_of_gupta stele_gupta" (stele_of_gupta = special name of the culture building)

    Well it works. But there are some questions after my first tests.

    1. The building info for the units which are specified by the "culture building" shows the name of the building after the unit name (see sceenshot) Is there any possibility to avoid that? Maybe it is specified by a text file.



    2. If you connect that condition with hippodrom or circus maximus, the game crashs when you look in the building info. The reason is the stage_races feature. It works only if you deactivate the races. Maybe there is a conflict with the text layout.

    3. There is a KI problem. Every faction needs its own special culture building for that feature. But I supose the KI will not destroy the wrong culture building if allready exist any one and will not build its own one.

    So I hope you could understand me

  2. #2

    Default

    1) there is no way to change this i'm afraid... any extra requirements to do with buildings appears in the description
    2)i am not sure but i think you have sussed it... it must be the races and if you still want them how about you create a new building (similar to the ampitheatre) which can hold races?
    3)this can only be done via scripting and still the building remains but 100% damaged if you know what i mean... only humans can destroy completely buildings

    but over all it looks as if you are working towards a similar thing to EB why not check it out at http://www.twcenter.net/forums/forumdisplay.php?f=31

    hope i could help
    GMM
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  3. #3

    Default

    Ok thanks, it makes no sense when the KI is not able to destroy buildings for its own buildings. That will be unfair and a unbalanced situation for the KI. I have to find out it by hidden resources.

  4. #4
    alpaca's Avatar Harbinger of saliva
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    Default

    What you could do is to create a huge background script that checks for each city if it's captured by the ai and if it is, creates the AI culture building(s).
    However, you'd have to create a different building not for every culture but for every faction with this.
    Another approach would be to replace the text files if you want to play a faction and use faction requirements (batch replacing). I don't recommend it for small projects though
    Last edited by alpaca; March 26, 2006 at 06:59 AM.

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