Results 1 to 11 of 11

Thread: Couple questions

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    EBII Hod Carrier Member QuintusSertorius's Avatar
    Join Date
    Apr 2008
    Location
    UK
    Posts
    23,487

    Default Re: Couple questions

    Quote Originally Posted by Yash View Post
    Say, is it possible to use the campaign script to automatically replace units in cities?

    For example: in each city, replace all Polybian Hastati units having experience 2 or greater with a Polybian Principes unit ?
    Possible, yes. In a simple way, no. I don't think there's even a condition you can check for how much experience a unit has; rather what you might be able to do is check for a unit being disbanded and then offering another unit for recruitment - see the Evocati script already in the game. Otherwise you're talking a massive script which checks every settlement every turn.
    It began on seven hills - an EB 1.1 Romani AAR with historical house-rules (now ceased)
    Heirs to Lysimachos - an EB 1.1 Epeiros-as-Pergamon AAR with semi-historical houserules (now ceased)
    Philetairos' Gift - a second EB 1.1 Epeiros-as-Pergamon AAR


  2. #2

    Default Re: Couple questions

    Quote Originally Posted by QuintusSertorius View Post
    what you might be able to do is check for a unit being disbanded and then offering another unit for recruitment - see the Evocati script already in the game.
    Cool, this could work. I'll check it out.

  3. #3

    Default Re: Couple questions

    The documentation gives the following information for the UnitDisbanded event:

    Identifier: UnitDisbanded
    Event: A unit has been disbanded
    Exports: faction, resource_description, unit
    Class: ET_UNIT_DISBANDED

    Any idea what resource_description is, and/or how to use it?

  4. #4

    Default Re: Couple questions

    Probably not the right place, but maybe not worth making a new thread....

    Is there anyway the Fort option could return, since the fortified settlements option is turned off (i read somewhere, but cant remember where).....or make it a mini-mod?

    Awesome game btw, new here on the org as a member, but long-time player (EB 1 and II)...

  5. #5
    EBII Hod Carrier Member QuintusSertorius's Avatar
    Join Date
    Apr 2008
    Location
    UK
    Posts
    23,487

    Default Re: Couple questions

    Nope, forts are disabled because they ruin the CAI. The function has also been re-purposed for Wonders, to give us something to attach them to so they can appear on the battlemap.
    It began on seven hills - an EB 1.1 Romani AAR with historical house-rules (now ceased)
    Heirs to Lysimachos - an EB 1.1 Epeiros-as-Pergamon AAR with semi-historical houserules (now ceased)
    Philetairos' Gift - a second EB 1.1 Epeiros-as-Pergamon AAR

    Member thankful for this post:



  6. #6

    Default Re: Couple questions

    allright, thanx..is there an easy novice-moderator way to reintroduce forts (and disable the settlement/wonder function) or would that take some considerate moderating skills...?

  7. #7

    Default Re: Couple questions

    You really don't want to do that, though. They're cool, but the AI will park stacks in them instead of garrisoning their towns or fighting field battles. The one unit of free upkeep and the roleplay of guarding passes isn't worth the AI being totally useless at directing its armies on the campaign map. That said, I'm not sure how it was done either.

    Member thankful for this post:



Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO