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  1. #1

    Default Re: discovered nice feature for buildings...

    [QUOTE=

    here´s the line of the test :

    upgrades
    {
    academy_management
    academy_military
    academy_politics
    }

    [/QUOTE]

    Can you make different cappabilities for the different upgrades, and do you list all the upgrades in the levels line?
    Learn to obey before you command

  2. #2

    Default Re: discovered nice feature for buildings...

    Quote Originally Posted by n00kie
    Can you make different cappabilities for the different upgrades, and do you list all the upgrades in the levels line?
    Yes to both.

    Example, an ebil barracks complex where the ebil player can build either orc or human barracks. The first level is common to both and could have capabilities of its own. After this level the player could either build an orc barracks upgradeable to an uruk barracks *or* a human_barracks upgradeable to a human_elite_barracks, each barracks having its own capabilities.

    You can have up to nine buildings in a complex so in this example you could in theory have 4 levels of barracks for each path plus the base building or alternatively 4 seperate types of barracks with 2 levels each etc. The capabilities for each building level can be any of the allowable ones and not limited to troop recruitment.

    building ebil_barracks
    {
    levels foundations orc_barracks uruk_barracks human_barracks human_elite_barracks
    {
    foundations requires factions { sauron, }
    {
    capability
    {
    }
    settlement_min village
    upgrades
    {
    orc_barracks
    human_barracks
    }
    }
    orc_barracks requires factions { sauron, }
    {
    capability
    {
    recruit orc_warband 0
    }
    settlement_min town
    upgrades
    {
    uruk_barracks
    }
    }
    uruk_barracks requires factions { sauron, }
    {
    capability
    {
    recruit uruk_warband 0
    }
    settlement_min large_town
    upgrades
    {
    }
    }
    human_barracks requires factions { sauron, }
    {
    capability
    {
    recruit human_warband 0
    }
    settlement_min town
    upgrades
    {
    human_elite_barracks
    }
    }
    human_elite_barracks requires factions { sauron, }
    {
    capability
    {
    recruit human_elite_warband 0
    }
    settlement_min large_town
    upgrades
    {
    }
    }
    }
    plugins
    {
    }
    }

    (nb example code is stripped down a bit, construction time etc left out, but hopefully makes the principle clear.)
    It's not a map.

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