Results 1 to 2 of 2

Thread: Remove siege buildings forever in game

  1. #1

    Default Remove siege buildings forever in game

    A game removes siege buildings (siege and castle_siege in EDB.txt) or siege units (Ballista, Catapult & Trebuchet) from a recruitment forever after a historic_event "gunpowder_discovered". Is it possible?

  2. #2

    Default Re: Remove siege buildings forever in game

    Yes. You can use event counter from campaign script as condition in EDB. For example, this is from EBII:
    Code:
    recruit_pool "hellenistic infantry hoplitai haploi"  1  0.03  1  0  requires factions { cul_1, cul_3, f_pontos, } and event_counter ecThorakitaiReform 1 and not hidden_resource baktria and hidden_resource eastern and hidden_resource hellen2 or hidden_resource hellen1
                    recruit_pool "hellenistic infantry hemithorakitai"  1  0.03  1  0  requires factions { cul_1, cul_3, f_pontos, } and not event_counter ecThorakitaiReform 1 and not hidden_resource baktria and hidden_resource eastern and hidden_resource hellen2 or hidden_resource hellen1
    This shows one unit-Hoplitai Haploi-recruitable only after event Thorakitai Reform fires, while the other unit is recruitable only before.

    So if the gunpowder discovery is coded as an event, and I believe it is so even in vanilla, you can use it. Just make sure that the buildings you're trying to remove are not a prerequisite for something.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •