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Thread: Problem with Roman Highways as Epeiros

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  1. #1

    Default Re: Problem with Roman Highways as Epeiros

    Would allowing other nations to build highways be save-game compatible? I would think making it possible for all 'civilised' civilisations would be a good idea, maybe tie it to the march of time given that you want to delay the introduction of roman technology

  2. #2
    Member Member Hax's Avatar
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    Default Re: Problem with Roman Highways as Epeiros

    Would allowing other nations to build highways be save-game compatible?
    Yes, it's savegame compatible.

    I would think making it possible for all 'civilised' civilisations would be a good idea, maybe tie it to the march of time given that you want to delay the introduction of roman technology
    I don't know how you tie things like that to the MoT event. Oh well.
    Last edited by Hax; 10-06-2010 at 14:31.
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  3. #3
    Arrogant Ashigaru Moderator Ludens's Avatar
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    Lightbulb Re: Problem with Roman Highways as Epeiros

    I don't think it's possible to tie buildings to the MoT: the team would have done that for Celtic paved roads if they could.
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  4. #4

    Default Re: Problem with Roman Highways as Epeiros

    But does the MoT event already tie in new barracks? i mean if they could make a new barracks appear (to enabling training new units) then surely they could do that with the roads? or is roads harder to do because its not destroyable and appears in the map?

  5. #5
    Arrogant Ashigaru Moderator Ludens's Avatar
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    Default Re: Problem with Roman Highways as Epeiros

    I am not sure what you are saying. The upgraded barracks in EB are triggered by the script, not MoT. In vanilla R:TW there are no upgraded barracks: the MoT simply changes the units they can recruit.
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  6. #6

    Default Re: Problem with Roman Highways as Epeiros

    I meant that since the MoT reforms allows new barracks for new units, is it possible to add paved roads to that?

    By your answer, i believe you meant no. it seems that MoT only allows units and the infrastructure could already be there by that time.

    Since the script ties in buildings (barracks etc) with individual reforms (eg the romans), could you do that with an upgraded road? or is reforms through script purely for units?

  7. #7
    Arrogant Ashigaru Moderator Ludens's Avatar
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    Lightbulb Re: Problem with Roman Highways as Epeiros

    Actually the MoT reform does not allow for new barracks; it just changes the recruitment options in the old one. EB's scripted reforms do enable a new barracks, but this is done indirectly by placing another "building" (like the "Polybian Military Era" markers) that allows for the construction of the new barracks and disables the old one. Another part of the script replaces the barracks when the Marian reform strikes, but that is not relevant here.

    The Epeirotes do not have a scripted reform, so you cannot use this for enabling highways. Also: the team would have done this for the Gauls if they could. Since they didn't, I am guessing you cannot have faction-specific requirements for the construction of buildings. (The team got around this for barracks by creating a separate barracks-line for every military system.)
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