Current status:
Created a new trait
Code:
;------------------------------------------
Trait WallBuilder
Characters spy
Level WallBuilder
Description WallBuilder_desc
EffectsDescription WallBuilder_effects_desc
Threshold 1
;------------------------------------------
Trigger wallbuilder
WhenToTest CharacterTurnEnd
Condition AgentType = spy
and FactionCultureType barbarian
and SettlementBuildingExists >= stone_wall
Affects WallBuilder 1 Chance 100
Created a background script:
Code:
script
monitor_event CharacterTurnEnd AgentType = spy
and Trait WallBuilder >= 1
and SettlementName Patavium
console_command create_building Patavium stone_wall_prerequisite
console_command add_money -3000
terminate_monitor
end_monitor
while TrueCondition
end_while
end_script
Added the building:
Code:
building stone_wall_prerequisite
{
levels stone_wall_prerequisite
{
stone_wall_prerequisite requires factions { barbarian, } and hidden_resource stone_wall_pre
{
capability
{
}
construction 0
cost 3000
settlement_min town
upgrades
{
}
}
}
}
Edited the require clause of the larger walls:
Code:
requires factions { ct_carthage, eastern, parthia, egyptian, greek, roman, } or building_present_min_level stone_wall_prerequisite stone_wall_prerequisite
This works fine so far, I was able to build stone walls in Patavium after changing descr_strat so that it is a city and spying in Rome ;)
One'd have to do this for every city on the map but that's okay, you can copy&paste and only have to change the settlement name.
The downside of this is that the player may wonder why he just lost 3000 denarii, I'm planning to advance an advice telling him.
I haven't done much more testing yet, I'll post another update this evening.
Bookmarks