I have been looking over the Traits and Ancillaries and wonder if there is a way that these can provide a way to indirectly affect or open up the creation of units and/or buildings.
Can these triggers have a more direct effect?
I have been looking over the Traits and Ancillaries and wonder if there is a way that these can provide a way to indirectly affect or open up the creation of units and/or buildings.
Can these triggers have a more direct effect?
No, those files can only effect traits and ancillaries. The same events, conditionals and commands however can be used in scripts which can simulate the creation of buildings and units.
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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
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Show Me scripts are of no use, but there must be a way to make units and buildings be built or accessible through such code as is found in the ancillaries/traits files.
How does Rome bestow (say) wardogs upon your capital when you complete a mission in vanilla?
How does it recognise which settlement is capital as well? How does it create the unit?
The Senate and the method by which it grants its rewards are all hard-coded. The only thing we have access to is in descr_senate.
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
We've had no success getting spawn_army to work, spawn_character works but only for agents - captains and generals appear without their bodyguards and cannot move or interact with others. The mechanism by which adoptions occur and bribery works are both hard-coded (as far as I'm aware). All we can do with bribery is change which factions the unit will actually fight for when bribed.
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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