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  1. #1
    Finder of Little Oddities Senior Member Makanyane's Avatar
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    Default Re: Making units dependent on two buildings?

    [QUOTE]Originally posted by MonkWarrior
    In general, all those questions about requirements and buildings arrive to a "dead point": the AI.
    I think (please, correct me if I'm wrong) that the AI doesn't destroy any building after conquering a settlement. This means that strong (or complicated) requirements would make the campaign even easier for the human player.[/
    QUOTE]

    I agree I don't think the complex requirements work for the AI we are just writing a mod for the faction we are going to play (carthage) so it will only be the human player that has these requirements. (It would need rewriting to get a sensible result playing as another faction, but once we've got the principles working that shouldn't take too long.)

    Will have another look at txt files before posting re: CTD.
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  2. #2
    CeltiberoRamiroI Member Monkwarrior's Avatar
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    Default Re: Making units dependent on two buildings?

    Quote Originally Posted by Makanyane
    I agree I don't think the complex requirements work for the AI we are just writing a mod for the faction we are going to play (carthage) so it will only be the human player that has these requirements. (It would need rewriting to get a sensible result playing as another faction, but once we've got the principles working that shouldn't take too long.)
    Doesn't the AI use the same recruitment system as the human player?
    Or is it a mod that has Carthage as the only playable faction?

  3. #3
    Finder of Little Oddities Senior Member Makanyane's Avatar
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    Default Re: Making units dependent on two buildings?

    We're only making things difficult for Carthage, with the intention of only playing as Carthage - could therefore make all the others factions non-playable.

    Originally posted by Monkwarrior
    I used this double conditional also to recruit carthaginian sacred band. I noticed the temple appeared besides the unit in the barracks description but I didn't notice the CTD problem (I will check it again).
    Please let us know if you do check this out, our main CTD was when right clicking the line where the temple appeared besides the unit. Have since tried various combinations of trying to add a combined infantry_temple line into export_units and export_desrc_units_enums but still have same CTD.
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