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  1. #1
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: Buildings & Settlements

    Found it in that xls file Caliban provided us with (building effects):
    [starting_pool_float] [replenishment_rate_float] [max_units_float] [experience_int]

  2. #2

    Default Re: Buildings & Settlements

    Thing I found really interesting is the new 'and event_counter' recruitment conditional. As I understand it, these events can be established in both the campaign script and descr_events.

    This leads to complete control over when a unit becomes available - anything we can script can then lead into an event counter.


    Another thing you'll notice is some guild hidden resources which aren't actually then used by the guild building itself. These apparently increase the likelihood of the guild being built there.

    crusade, jihad and horde_target all equally mean regions with these hidden resources are more likely to be targeted.


    ...
    BTW added some explanatory stuff to top post.
    Last edited by Epistolary Richard; 12-05-2006 at 01:50.
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  3. #3
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
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    Default Re: Buildings & Settlements

    Which means that a Roman era mod could have an accurate Marian reforms without all the complicated stuff we had to do in RTW to make them happen at 109bc.

  4. #4

    Default Re: Buildings & Settlements

    Exactement! But far more than merely time conditionals - character conditionals, diplomatic conditionals, presence of faction conditionals... there's a heck of a lot there.
    Epistolary Richard's modding Rules of Cool
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  5. #5

    Default Re: Buildings & Settlements

    Do you guys think that it would be possible to have an event_counter tied to an alliance ?
    To be more precise have something like the scots guard only recruitable by France once they get an alliance with Scotland, and only as long as they keep their alliance.
    This could lead to interesting modding possibilities with having the possibility to recruit foreign troops according to alliances, making an alliance worth the troubles needed to keep it.

  6. #6

    Default Re: Buildings & Settlements

    Yes, I think this would be possible, as I said there is a diplomatic stance conditional. Have a look at the docudemon files. Look in the scripting thread
    https://forums.totalwar.org/vb/showthread.php?t=70885
    Epistolary Richard's modding Rules of Cool
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  7. #7

    Default Re: Buildings & Settlements

    Lusted, not just the Marian event but any event that effected the roman army .. usually military disasters.

    What's needed is an event where everytime an army is massacred, the loser possibly reforms their army - out with old units, in with new .. even enemy unit types?

    This seems more historically accurate.

    R
    Rorarii


    Camillus, Savior of Rome.


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