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Thread: Another question for modders

  1. #1

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    I have noticed that the forest clearing in the VI campaign never gets destroyed (and it is also impossible to do this). It is also logical, conquerors won't plant new trees in cleared areas.It just seems undestructable.
    My question is: is it possible to mod 'undestructable buildings' into the main campaign or is it just one of the many hardcoded features?

    Another question which comes to my mind: I searched the forums on how to add factions etc... and I read somewhere that someone named Grell had unlocked the forest resource in one of his mods. Was that in the VI or in the main campaign? And how did he do this?

    If anyone can contact him or knows the answer, please help

    (still working and planning on my urban/royal/noble mod)




  2. #2
    Moderator Moderator Gregoshi's Avatar
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    Moving this to the Dungeon - Alchemist Lab forum.
    This space intentionally left blank

  3. #3
    Aktacy Bei Member Eastside Character's Avatar
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    As for 'undestructable buildings' - I have no idea.
    As for the forest resource - It is easy to do, as you don't have to unlock anything .
    Forest is just another resource (works in the same way as Iron, Copper, Salt, Gold or Silver). If you want any bulding to be dependent on forest, you can specify this in buildproduction files.
    You can add this resource in any province the same way you add any other resource. But if you'll make a building using forest for generating income - don't be surprised that this will be referred to (in-game) as a mining( )income.





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