have you tried it without the
console_command set_building_health Burdigala agee 0
line? that doesn't actually destroy the building just damages it 100%
when you add new building from script it gives settlement both buildings, despite fact they are in same tree. So maybe AI's attempt to repair old building at same time as getting new building is what is causing problem?
Do you have enough spare building trees to split them up to prevent weirdness in the same tree?
If its not that and its only related to certain factions / cultures check for missing EB texts for certain factions, or if its related to Carthaginian new building problem.
Not used mods before? Looking for something small and fun?!Download the:
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.
Last edited by lim_lucky; 01-08-2010 at 08:58. Reason: edit
What I've to do for use script during battle?
For example: I want always disable guard mode during battle.
I know there is a decudemon command that switch off guard mode..
For activate script I can use that "help key scroll" (? in F1)..
But, how implemented it correctly?
Proud Roman General
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Am,guys,I have a little question:how to make a script,which able/disable recruting units by building foundrys,palaces etc. ?
Hi Mike, this has nothing to do with scripting. If you want to edit buildings easily, I would suggest these editors:
https://forums.totalwar.org/vb/showt...la-amp-Hadrian
Oh,someone is live hereI know how to edit buildings.I want make reforms like Marium by script.I want make some units recrutible after buildind, lets say, four foundrys...
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