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Thread: Indestructible buildings

  1. #21

    Default Re: Indestructible buildings

    What about the amplify_religion trait? It might not give an actual conversion but then a muslim-oriented mosque probably wouldn't be as "effective" as a dedicated church, so negating the islamic conversion alongside that could get a roundabout effect.
    A well informed opinion is a well formed opinion.

  2. #22
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: Indestructible buildings

    Can an indestructible building (with "hinterland_") be damaged upon somebody conquers a settlement (or is it completely immune)?
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  3. #23
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Indestructible buildings

    Vaguely remembered EBII used a preset in descr_strat that let's a hinterland building start damaged:
    Code:
        building
        {
            type hinterland_uniques1 oneeight
            health 40%
        }
    Can't recall if it is possible to partially damage a building via script, nor if I ever have seen a hinterland building being damaged by battle.










  4. #24
    Withwnar's Avatar Script To The Waist
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    Default Re: Indestructible buildings

    Quote Originally Posted by Gigantus View Post
    Can't recall if it is possible to partially damage a building via script
    Yes that works:
    Code:
    console_command set_building_health London hinterland_farms 60
    Note that it's the tree name, not the building name. The above sets the health of the building to 60% (40% damaged).
    Last edited by Withwnar; July 06, 2020 at 06:12 AM.

  5. #25
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: Indestructible buildings

    doesn't look working in the script though.

    This works
    Code:
        monitor_event GeneralCaptureSettlement SettlementName Krakow        and not FactionType slave
            and not FactionType poland
    		
            change_settlement_name Krakow Krakau
    
    
    		if FactionIsLocal
    		and RandomPercent < 66
    		and I_TurnNumber > 30
    			historic_event CONQUERED_KRAKOW
    		end_if	
    		
        end_monitor
    this doesn't

    Code:
    ;------------------------------------------------------------------------------  KRAKOW    monitor_event GeneralCaptureSettlement SettlementName Krakow
            and FactionType poland
    		
            change_settlement_name Krakow Krakow
            historic_event CONQUERED_KRAKOW_PL
    
    
        end_monitor
    
    
        monitor_event GeneralCaptureSettlement SettlementName Krakow
            and not FactionType slave
            and not FactionType poland
    		
            change_settlement_name Krakow Krakau
    
    
    		if FactionIsLocal
    		and RandomPercent < 66
    		and I_TurnNumber > 30
    			historic_event CONQUERED_KRAKOW
    			set_building_health Krakow hinterland_roads 60
    		end_if	
    		
        end_monitor

  6. #26
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Indestructible buildings

    If you test new parameters it's best to do it with as little additional conditions as possible to rule out interference. And do it as suggested
    console_command set_building_health.....










  7. #27
    Withwnar's Avatar Script To The Waist
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    Default Re: Indestructible buildings

    Also, it's possible that it doesn't work with roads.

  8. #28
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: Indestructible buildings

    I've checked it: it works and it's possible to damage the roads by script. Thanks, Guys!

  9. #29

    Default Re: Indestructible buildings

    litte example how to save aztec building when settlement captured by Spain in Americas DLC


    Code:
    building meso_market
    {
        religion pagan
        levels marketplace plaza great_plaza 
        {
            marketplace city requires factions { mesoamerican, } 
            {
    remove religion pagan ​and save building!

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