I doubt this is the problem. The reason for setting the health to 0 is not to confuse the players - for easy identification to destroy old building. And the script works fine with it because I see the building gets damaged 100%. The problem comes with the building agee2 not being created, whereas agee6 works fine but only for one settlement.
Of course I did check that the console_command is being executed, but the building is simply not built.
Its not the Carthaginian new building problem because I have already commented it out (;) in the DESCR_UI_BUILDINGS.txt.
As for the missing EB texts, I believe it may be the reason which cause it to crash. But I'm testing the script using another barbarian faction to avoid the crash problem.
Thank you very much for the advice.
I think I may have to abandon my script for setting the AI reforms/age and try presetting them using the starting campaign script. I plan to maximize the use of all 64 building trees, so I doubt I will split up the current building tree unless I'm really out of ideas for buildings.
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