only in that region
you'd need to look into 'faction capabilities' / scripting if you want to try and get it to extend to other areas.... am not sure off hand if it would work except by complex scripting.
only in that region
you'd need to look into 'faction capabilities' / scripting if you want to try and get it to extend to other areas.... am not sure off hand if it would work except by complex scripting.
Not used mods before? Looking for something small and fun?!Download the:
Ok, thanks much! I'll have to work with that for now. I just hope I do not exceed the unit limit. :P
Hammer, anvil, forge and fire, chase away The Hoofed Liar. Roof and doorway, block and beam, chase The Trickster from our dreams.Vigilance is our shield, that protects us from our squalid past. Knowledge is our weapon, with which we carve a path to an enlightened future.
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Sorry to be such a noob, but I have ran into more problems. :P I succesfully created my own resource (Germ, referring to a place inhabited by German people) and started a campaign up. Everything worked fine. I then made a unit dependent on that and the game will not work. :P This is what I did:
Until I added the and hidden_resource Germ everything worked fine. I have Germ defined at the beginning of the file. Any ideas? :Precruit "barb peasant german" 0 requires factions { germans, } and hidden_resource Germ
EDIT: NVM, figured out. Sorry to be such a pain.![]()
Last edited by Vuk; 01-02-2010 at 23:49.
Hammer, anvil, forge and fire, chase away The Hoofed Liar. Roof and doorway, block and beam, chase The Trickster from our dreams.Vigilance is our shield, that protects us from our squalid past. Knowledge is our weapon, with which we carve a path to an enlightened future.
Everything you need to know about Kadagar_AV:
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