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Thread: Lock/Unlock Buildings

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  1. #1

    Default Lock/Unlock Buildings

    No idea if this is even possible, but I thought I'd throw this one out there. Can a building in a settlement have the requirement of a building from any other settlement?

    So, I have multiple settlement types in my mod (Night, Forest, Badlands, etc), each of which has their own barracks (among other buildings). I would love to have a Forest Settlement that has a Night Goblin Barracks, but it can only be built if I have a Night Goblin Settlement elsewhere. Hopefully that makes sense. I'm guessing this is outside the capabilities of the engine, at least from a modding perspective, but it never hurts to ask.

  2. #2

    Default Re: Lock/Unlock Buildings

    I have found that you can lock a building behind a technology, which is a good step 1. However, it doesn't look like you can enable a technology via effects? There are 2 disables, but no enable. I guess I could lock the building behind a tech, and then modify a tech on the tree to require the settlement instead of the research building for the initial node and then just make it a 1 turn unlock or something. That just seems awfully complicated compared to Building A unlocks Tech B.

  3. #3

    Default Re: Lock/Unlock Buildings

    I haven't tested this with Warhammer, but something to consider:

    You could define a "dummy" resource, make the desired prerequisite building produce that resource, and then make that resource a requirement for the desired building in building_levels.

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