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Thread: Multiple reforms

  1. #1
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
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    Default Multiple reforms

    Okay this question is mainly aimed at EB scripters, but im sure other people will be able to help. How could i go about adding in multiple reforms like EB?

  2. #2
    Assistant Mod Mod Member GiantMonkeyMan's Avatar
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    Default Re: Multiple reforms

    could you just script an event (representing the reform) then have in edb 'and event_X' or whatever?
    but i wouldn't know... the eb guys ,as you've said, are the best to ask

  3. #3

    Default Re: Multiple reforms

    In principle: what you do is make the recruitment of the unit dependent on the presence of another building in the settlement (say, reform_building). You make that building unconstructable anywhere - you can use a not_here hidden resource. Then you have the script add that building to every settlement once your desired conditions are met.

    EB puts them in the background script, but if you trust your player you can do it through a show_me script instead - though that does limit slightly the conditions you can use.
    Epistolary Richard's modding Rules of Cool
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    If they don't, then Cool mod-users use the Mod Enabler (JSGME)
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  4. #4
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
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    Default Re: Multiple reforms

    Well i just want to do it for myself, so ill rely on my clicking the show me button. Could you give more specific details, im a noob in the scripting area.

  5. #5

    Default Re: Multiple reforms

    Create a building in a new complex in edb to use for your reforms (say reform1). It should allow the recruitment of all your post-reform units, each recruit line should have the barracks/range/stable building as an additional conditional.

    Then set up a show_me event script as detailed in the Beginner Guide to Scripting.

    Your script should read:

    Code:
    script
    console_command create_building Segesta reform1
    console_command create_building Rome reform1
    console_command create_building Arretium reform1
    ; and so on and so on for the internal name of all your settlements
    end_script
    Then when you run the script in game the buildings should appear in each settlement and your recruitment options should change.
    Last edited by Epistolary Richard; 03-01-2006 at 00:26.
    Epistolary Richard's modding Rules of Cool
    Cool 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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