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Thread: Indestructible buildings in VI?

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  1. #1

    Default Re: Indestructible buildings in VI?

    Hi. New poster - old lurker here. Here's what I know about Forest clearing improvement: it is possible to make an entire 'line' of Forest clearing buildings. To prove it, just fire up Gnome editor, open build prod file, scroll down to row 22 and find string:
    Code:
    Improved Farmland1, Improved Farmland2, Improved Farmland3, Improved Farmland4
    (column 3). Now replace it with:
    Code:
    Forest Clearing, Forest Clearing, Forest Clearing, Forest Clearing

  2. #2

    Default Re: Indestructible buildings in VI?

    (pictorial evidence)
    Pic1: first forest clearing improvement already built, selecting second

    Pic2: second forest clearing built, selecting third

    Conclusion: both improvements are indestructable, second takes longer time to build, is more expensive, AND generates more income (function as expected)

  3. #3
    Beauty hunter Senior Member Raz's Avatar
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    Default Re: Indestructible buildings in VI?

    Wow! Amazing, simply amazing!
    That's a great find, Knight of St. Ignoramus. Now I wonder just how far we can take this, I really wanna try this out.
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  4. #4
    Needs more flowers Moderator drone's Avatar
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    Default Re: Indestructible buildings in VI?

    With that change, I see it is possible to have multiple building times/costs within a line, but I'm not sure it would be possible to have two separate building names. It would have been better if CA had used the building line notation (for example, castle7 as used in the MakeBuilding:: lines in the eras files) to determine the localization text.
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  5. #5

    Default Re: Indestructible buildings in VI?

    Yeah… Don’t get your hopes up to much there Raz - while this is an interesting discovery here by Knight of St. Ignoramus (and appreciated as such. And, a good call with pic-proof as well), I think what Drone is trying to say is that from an operational/practical perspective it will unfortunately enough only have limited uses.

    The critical name-references will be completely messed up and the game will probably discard all but one entry (either top or bottom entry, no matter how correctly entered within the files since there are none distinction between the names). It will be extremely difficult, if not impossible to create any distinction what so ever between them as far as descriptions, nametags and GFX go - while still retaining the "indestructible"-trait for the building in question. Thus it will be rather goffy “in-game” if applied - even so on this limited scale.

    In this case we have, 4x”Forest Clearing” while we still can essentially only apply one text-description, one distinctive name-tag and one GFX-file (technically perhaps up to 4 in regards to GFX in the whole game but not in any faction) which will seriously limit the practical possibilities of this inside the game. In essence, "nice try but no cigar". Sorry…. Now, for what it is worth and since the other guys failed to do so. I’ll do the customary and formal “Welcome to the Org-routine” for you. Here we go….

    Welcome to the Org Knight of St. Ignoramus and may your “active”-time here be long and prosperous and the ‘ol lurker-ghost put to a well earned and eternal rest. The MTW-areas (regardless the section) are always looking for fresh and eager posters so why don’t you try some of that since your shameful lurking days are finally over?

    Anyway, it is better for the MTW-community and it might very well be more fun for you as well.


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    check and try it out? But you already knew that, now didn’t you? You ‘ol lurker you!

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