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View Full Version : Editing EBBS for hotseat



TruePraetorian
09-23-2008, 15:38
I know, there are many conflicts that occur whe you try to run a Hotseat with EB. Gov't buildings, 4tpy, money, etc.

My question is easier said then done..would anyone care to explain what I must change to enable hotseat?

By this, I'm basically saying how do you enable placement of all gov't buildings so that multiple players can play..for example in a subj. region you would have to choose your correct gov't building instead of there only being 3 choices.

For the 4tpy, if I mess with it based on the number of players wouldn't that correct any issues?

And for the money thing, is there anyway to disable it?

Overall AFAIK most of the bugs with a hotseat come from AI and what happens during their turns. My idea of a Hotseat is that the most possible players play with one "Moderator" who plays the other factions. So, anything having to do with placement of buildings can easily be avoided by having players choose their factions gov't builings.

Sorry for the "rushed" feeling of this post BTW, I have to leave in a bit. I don't mean to be demanding so please excuse me I usually dont post like this :bigcry:

Foot
09-23-2008, 15:41
Its not the EBBS for gov placement. You need to delete the appropriate sections in the campaign_script.txt

I don't know how the 4tpy would affect things.

Foot

TruePraetorian
09-23-2008, 15:43
Honestly i've never ventured into any of the EB scripts out of fear of ruining them, so my appologies for not knowing what i'm talking about.

To fix up the post above: Anyone care to describe the problems of an EB hotseat and how to fix them?

That should avoid some confusion :smash:

TruePraetorian
09-23-2008, 16:35
I think Ive solved the money problem, where money would be given to random factions. I also deleted the client ruler script just in case for stability reasons.

Anyone know what other problems I face?