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  1. #1

    Default Re: Advanced Tech Trees

    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 Cool
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  2. #2
    The Lion Prince Member Sundjata Keita's Avatar
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    Default Re: Advanced Tech Trees

    So I just add extra conditionals in? I haven't really explored all this yet, I'm just a modeller. Well that doesn't sound too difficult anyway so I will try that. Thanks for the help guys.

    Sundjata Keita

  3. #3
    Modder Member Encaitar's Avatar
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    Default Re: Advanced Tech Trees

    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.
    Encaitar Arandur

    Middle-earth: Total War Dev

  4. #4
    The Lion Prince Member Sundjata Keita's Avatar
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    Default Re: Advanced Tech Trees

    That's what I was planning to do anyway but just use conditionals to make ordinary base level buildings (level 1) needed to build the others and then use temples as temples. I want to leave the temples because the Zulus still need the temples. Thanks

    Sundjata Keita

  5. #5

    Default Re: Advanced Tech Trees

    Quote Originally Posted by Sunjata Keita
    I'm just a modeller.
    Hah! The modesty!

    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 Cool
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  6. #6
    Modder Member Encaitar's Avatar
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    Default Re: Advanced Tech Trees

    Ah, of course, how silly of me. I understand the problem now.
    Encaitar Arandur

    Middle-earth: Total War Dev

  7. #7
    is not a senior Member Meneldil's Avatar
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    Default Re : Advanced Tech Trees

    I have a similar question : for TSTW mod, we would like to have different kinds of 'governements', to allow each faction to deal with conquered provinces in different ways.
    For Successors' factions, I'd like to have 3 kind of 'governements' :
    Colonisation (only hellenistic units and buildings)
    Rule the city with a leader from your faction (access to some hellenistic and native units, hellenistic buildings)
    Let the native rule their land (only native units, access to some native buildings)

    How would I make that in a way the AI can handle it ? I've seen a few mods in which the AI never built added buildings.

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