I've read through the fora and need to post certain modding questions, which I haven't been able to answer. I shall much appreciate your replies.
The goal: As it stands right now, a conquering army moves on to capture a hostile city. After bloody fighting the city falls and is occupied/ enslaved/ looted. Fine. Funny, however: If sufficient-level barracks are there, then the next turn you can have all your units replenished to full strength! With a sufficiently advanced city, you may even be able to train immediately better units than those you conquered the city with... I can hardly immagine, though, how newly conquered people would make such prime candidates for recruitment, especially of elite units...
This is the surefire recipe for unrealistic blitzing. It spoils the game for me. When I attack Carthage, I usually conquer city of Carthage FIRST by turn 20-30, and it has such great military infrastructure that I forget about my capital and train units there. I then conquer all remaining Carthagenian cities in a breeze, using units freshly trained-retrained in next-door Carthage.
Loyal hastati trained in last-year-occupied Alesia are no more realistic, just not as provocative as Carthagenian triarii.
Unfortunately, the effect of barracks seems culturally non-specific in export_descr_buildings.txt. Carthagenian barracks will happily train roman units of appropriate level. Canceling this ill-effect requires manual selling/ rebuilding. I can't bring myself to do that and you can be sure the AI won't play along with this scheme either!
A 'realistic' way would be to use the existence of any culture penalty in the city as a condition to NOT allow training. But I don't know if this can be done, I rather immagine it can't on the basis of the format of export_descr_buildings.txt. Besides, it would likely confuse the AI.
On the contrary, writing a script that orders baracks+stables+archery ranges destroyed when a setlement is captured would do much to simulate an 'assimilation period'. Making a captured city militarily productive would require investment of time and money. Poor units first. Good units later. It would deter blitzing. And the AI would naturally play along.
Currently, all the scripts I have seen mention no command of the type 'destroy/ remove building' or 'sell building'. And no, damaging a building to 100% won't cut it for me. So, any ideas?
2nd question, related: Do you know which parameter (and where) makes some buildings 'sellable' and others, like farms/ roads/ walls, not? I fear it is hard-coded, but hope otherwise...
I do hate this reverse engineering crap we have to go through to make a mod, but otherwise I would have dropped the game long ago :)
Please give me concrete feedback. I am hardly a rookie with programming (ahem, fortran 77...) :) An example to cut and paste would be optimal, but I can settle for less...
Many thanks
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