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Thread: buildings and sacking

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  1. #1
    beermugcarl's Avatar Decanus
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    Default buildings and sacking

    can i change which buildings get targeted by sacking and exterminating? and if i add in the hinterland code does it stop sacking from affecting it?

  2. #2

    Default Re: buildings and sacking

    Quote Originally Posted by beermugcarl View Post
    can i change which buildings get targeted by sacking and exterminating? and if i add in the hinterland code does it stop sacking from affecting it?
    Hinterland means they're indestructable, iirc, so yes.

    As for sacking and exterminating possible building targets, i expect the basis of that to be controlled by the Generals/ Captains characteristics, e.g a dread high general would sack and exterminate more often than a chivalric one. Although i wouldn't rule anything out through scripts.


  3. #3
    beermugcarl's Avatar Decanus
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    Default Re: buildings and sacking

    for the sake of hotseat i just want to limit the amount of buildings people can destroy without affecting the amount of income from sacking (i dont like relying on a code of honour) so if the buildings cant be destroyed via sacking then does that effect the income from said sacking?

  4. #4
    Moon's Avatar Centenarius
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    Default Re: buildings and sacking

    Not sure to be honest, but your logic sounds good to me.

  5. #5

    Default Re: buildings and sacking

    Which - apart from possibility of the destruction - will be the consequences after removed from the name of the word "hinterland"?

  6. #6
    beermugcarl's Avatar Decanus
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    Default Re: buildings and sacking

    so...more hinterland buildings = less sacking damage?

    the more i think about it...the more i reckon the honour code would unfortunately work better overall

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