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  1. #1
    iudex thervingiorum Member athanaric's Avatar
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    Default Re: Restoring Wonders

    Sounds like a neat idea.


    While we're at it, has the EB team found a way around the auto-destruction of wonders if somebody pillages a city? In Kingdoms mods like TATW, it is not uncommon to see unique buildings destroyed by the pillaging AI, or even by the player (because there is no other way to pacify the city than to exterminate). This really sucks. I hope EB II finds a way around this, or a way to restore them if they are destroyed by faction x.




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  2. #2
    Speaker of Truth Senior Member Moros's Avatar
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    Default Re: Restoring Wonders

    You know, you guys gave me an idea...

  3. #3
    Varangarchos ton Romaioktonon Member Hannibal Khan the Great's Avatar
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    Default Re: Restoring Wonders

    Quote Originally Posted by Moros View Post
    You know, you guys gave me an idea...
    Yay, I was useful for once!

    Athanaric, that seems like a very good idea... I didn't know of the auto-destroy feature for wonders. Maybe we finally found a workaround? This could also serve as a way to get your FL some positive (or negative!) traits, or even a requirement for certain reforms. Speaking of wonders with negative traits, I thought of a way certain scripts could be tied in with this: Say you are the Seleukids, and your godlike self decides start rebuilding the Tower of Babel. Judea revolts as a result, and you have to deal with great insurrections there before moving on.
    Last edited by Hannibal Khan the Great; 06-21-2010 at 00:21.
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  4. #4
    EBII Mod Leader Member Foot's Avatar
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    Default Re: Restoring Wonders

    Quote Originally Posted by athanaric View Post
    Sounds like a neat idea.


    While we're at it, has the EB team found a way around the auto-destruction of wonders if somebody pillages a city? In Kingdoms mods like TATW, it is not uncommon to see unique buildings destroyed by the pillaging AI, or even by the player (because there is no other way to pacify the city than to exterminate). This really sucks. I hope EB II finds a way around this, or a way to restore them if they are destroyed by faction x.
    Auto-destruction happens when a faction of one religion captures a city containing a building of another religion. Only "religious" buildings will be auto-destroyed, leaving others standing (if perhaps damaged). This occurs regardless of how you treat the captured city. We are using this feature extensively in EBII.

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  5. #5
    iudex thervingiorum Member athanaric's Avatar
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    Default Re: Restoring Wonders

    Quote Originally Posted by Foot View Post
    Auto-destruction happens when a faction of one religion captures a city containing a building of another religion. Only "religious" buildings will be auto-destroyed, leaving others standing (if perhaps damaged). This occurs regardless of how you treat the captured city. We are using this feature extensively in EBII.

    Foot
    No, I didn't mean those religious buildings. I meant the disappearance of regular or even unique (wonders) buildings if a city is looted. I found the RTW system with the repairable damage much more rewarding to gameplay (except of course with the governmental structures of EB I. That only allows for exploits). After all, what good is it to have all those descriptions for, say, the Mausoleion of Halikarnassos if it gets irretrievably destroyed by the Seleukid AI on the third turn? It would hamper the educational effort IMO, because there wouldn't be a single campaign where you could take a look at all the unique buildings/natural monuments in your faction's region.
    Last edited by athanaric; 06-21-2010 at 00:41.




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  6. #6
    EBII Mod Leader Member Foot's Avatar
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    Default Re: Restoring Wonders

    Quote Originally Posted by athanaric View Post
    No, I didn't mean those religious buildings. I meant the disappearance of regular or even unique (wonders) buildings if a city is looted.
    I'm not talking about religious buildings, per se. Rather they are using the religion mechanic to ensure that certain buildings are destroyed on conquest. You make the unique building or wonder part of "relgion x", which no other faction is. Then whenever any faction of any other "religion" captures the settlements, those unique buildings are destroyed. As far as I'm aware, MTW2 does not destroy buildings during the capture of settlement except through that mechanic. In all other cases buildings are either left damaged or undamaged. If you can show me the code that says otherwise, I will be happy to look at it.

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  7. #7

    Default Re: Restoring Wonders

    If you sack in MTW2 isn't there a random chance of "devolving" a building? Not destroying outright, but instead of a "archery range" it becomes "practice range." So higher level buildings are essentially destroyed but some type of lower level building remains.

  8. #8
    EBII Mod Leader Member Foot's Avatar
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    Default Re: Restoring Wonders

    Quote Originally Posted by Ichon View Post
    If you sack in MTW2 isn't there a random chance of "devolving" a building? Not destroying outright, but instead of a "archery range" it becomes "practice range." So higher level buildings are essentially destroyed but some type of lower level building remains.
    No, that isn't possible in the game engine, afaik.

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  9. #9
    Varangarchos ton Romaioktonon Member Hannibal Khan the Great's Avatar
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    Default Re: Restoring Wonders

    Maybe we should get back on topic.....

    Anyway, could this wonder feature possibly be worked into EB2 somehow? Should I (or anyone else willing to help me :P) start brainstorming good, historically reasonable restoration projects?
    Last edited by Hannibal Khan the Great; 06-22-2010 at 11:01.
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  10. #10
    RABO! Member Brave Brave Sir Robin's Avatar
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    Default Re: Restoring Wonders

    If you sack in MTW2 isn't there a random chance of "devolving" a building? Not destroying outright, but instead of a "archery range" it becomes "practice range." So higher level buildings are essentially destroyed but some type of lower level building remains.
    I'm actually pretty sure that this does happen if you sack in MTW 2. I've played enough Vanilla when it first came out and some Broken Crescent and most recently TATW to remember this happening distinctly on numerous occasions. I'm not sure if it happens randomly but whenever you sack an advanced city with large barracks, stables, archery ranges, etc. they seem to devolve into a lower tier building. I can't say for sure if this also happens with other "infrastructure buildings" like markets and such but I'm 99% sure it happens with recruitment buildings.
    Last edited by Brave Brave Sir Robin; 06-22-2010 at 18:34.
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  11. #11
    Member Member fightermedic's Avatar
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    Default Re: Restoring Wonders

    Quote Originally Posted by Brave Brave Sir Robin View Post
    I'm actually pretty sure that this does happen if you sack in MTW 2. I've played enough Vanilla when it first came out and some Broken Crescent and most recently TATW to remember this happening distinctly on numerous occasions. I'm not sure if it happens randomly but whenever you sack an advanced city with large barracks, stables, archery ranges, etc. they seem to devolve into a lower tier building. I can't say for sure if this also happens with other "infrastructure buildings" like markets and such but I'm 99% sure it happens with recruitment buildings.
    i have never encounterd anything like this in med2
    but i realy do like the idea of rebuilding famous wonders!
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  12. #12
    mostly harmless Member B-Wing's Avatar
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    Default Re: Restoring Wonders

    Quote Originally Posted by Foot View Post
    We are using this feature extensively in EBII.
    Interesting! I suppose this will be used, at the least, to get rid of Central Authority buildings once a region is taken over by a different faction.

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