
Originally Posted by
bovi
Sorry for not reading your post well enough. You could make the coastal clearing a part of the river port complex, however then you wouldn't be able to create ports anywhere except where there are rivers (or make it possible to make river ports everywhere coastal). This is obviously not desirable.
I don't think we will revisit the port mechanics for EB1, but you could create a minimod if you can think of a way around this problem and would like to implement it.
Ah, I wasn't aware of that... I actually have modded RTW very little and this was my first feeble venture to the EDB. Well, I have to see if there is another possibility.
Maybe making the river port a level 2 building in the river_port complex and the coastal clearing the level 1 building, making it in fact a "Clearing for a port". So you'd have to build first a clearing for your port, and in a inland region you would upgrade the Clearing to a Riverport, and in a coastal region it would upgrade to the first level port. I am under the impression that once you have the level 1 building from a complex, you can upgrade it to order it to upgrade to 2 different buildings, and with hidden_resource conditionals make the above work.
So, as a schematic it would go something like this.
Code:
port_buildings complex levels: port, shipwright, dockyard
river_port complex levels: coast, riverport, portup, shipwrightup
Trees:
coast >=[river]=> riverport
>=> port >=> portup >=> shipwright >=> shipwrightup >=> dockyard
>=[tradeport]=> >=[bigport]=>
And old:
coast >=> port >=[tradeport]=> shipwright >=[bigport]=> dockyard
>=> portup >=> shipwrightup
Hope you can decipher what I try to say with the above...

Originally Posted by
bovi
I don't think we will revisit the port mechanics for EB1, but you could create a minimod if you can think of a way around this problem and would like to implement it.
I see what I can do, and if it works, and you guys want to use it in official EB, I would be very happy. Well, of to modding!
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