id agree that temples are probably your best choice here.
id agree that temples are probably your best choice here.
Well I was thinking of using temples at first but I thought the tech tree wasn't big enough ie. there were not enough temples to fit in all the buildings we need. You see once the core building is built all the new lines of tech have completely different buildings but with temples they all have to be shrine, temple, large temple etc. no matter what God you choose. Also we want to use the temples as temples so we can have basic religion but then more advanced missionary buildings that help weeken opponents.
The first suggestion you made sounds great although I can't write scripts to save my life so I would need some help from someone. This is a bit down the line from here, it won't happen for a while yet though.
That isn't a script, that's just an extra conditional in your export_descr_buildings. Scripts are great, but they can't do everything!
Epistolary Richard's modding Rules of CoolCool modders make their mods with the :mod command line switch
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There are a lot of temple complexes, so you could probably use some for the different tech-tree's base building, and still have enough left over.
You only need the one 'mutually exclusive' building line for each tech-tree, as you can then include a requirement for all the other buildings in that tech-tree that the 'base/core' building is there.
Hah! The modesty!Originally Posted by Sunjata Keita
There's an example of that type of conditional in this thread especially tommh's second post.
Last edited by Epistolary Richard; 06-02-2005 at 10:52. Reason: dropped tag
Epistolary Richard's modding Rules of CoolCool modders make their mods with the :mod command line switch
If they don't, then Cool mod-users use the Mod Enabler (JSGME)
Cool modders use show_err
Cool modders use the tutorials database
Cool modders check out the Welcome to the Modding Forums! thread
Cool modders keep backups
Cool modders help each other out
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