Hi none314, welcome to the modding forums.
I agree, one way to tackle this would be to create separate building trees in export_descr_building for each different faction so you couldn't use a barracks built by another faction to produce troops. That means you'd have to build a new barracks before you could train troops. If they're in different building trees then the presence of one shouldn't block the creation of another. I think that RTR implemented something similar to this. I imagine that they have experience with how the AI handles it as well.Originally Posted by none314
As far as I'm aware, culture penalty can't be used as a construction conditional. You could have a 'culture' building to simulate it, but again I don't know how the AI would react to it.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.
Alas not, I've looked into this myself and haven't discovered a way to script the destruction of a building. If you discover a way then several people would be interested to hear about it.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?
No one's officially said anything, if someone knows then they're keeping it to themselves.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...
Would it have killed them to provide a list of which commands and conditionals work and which don't?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
Bookmarks