View Full Version : Multiple reforms
Okay this question is mainly aimed at EB scripters, but im sure other people will be able to help. How could i go about adding in multiple reforms like EB?
GiantMonkeyMan
02-23-2006, 22:39
could you just script an event (representing the reform) then have in edb 'and event_X' or whatever?
but i wouldn't know... the eb guys ,as you've said, are the best to ask
Epistolary Richard
02-23-2006, 23:01
In principle: what you do is make the recruitment of the unit dependent on the presence of another building in the settlement (say, reform_building). You make that building unconstructable anywhere - you can use a not_here hidden resource. Then you have the script add that building to every settlement once your desired conditions are met.
EB puts them in the background script, but if you trust your player you can do it through a show_me script instead - though that does limit slightly the conditions you can use.
Well i just want to do it for myself, so ill rely on my clicking the show me button. Could you give more specific details, im a noob in the scripting area.
Epistolary Richard
03-01-2006, 00:19
Create a building in a new complex in edb to use for your reforms (say reform1). It should allow the recruitment of all your post-reform units, each recruit line should have the barracks/range/stable building as an additional conditional.
Then set up a show_me event script as detailed in the Beginner Guide to Scripting.
Your script should read:
script
console_command create_building Segesta reform1
console_command create_building Rome reform1
console_command create_building Arretium reform1
; and so on and so on for the internal name of all your settlements
end_script
Then when you run the script in game the buildings should appear in each settlement and your recruitment options should change.
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