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Thread: Buildings & Settlements

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  1. #1

    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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  2. #2

    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.

  3. #3

    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
    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

  4. #4

    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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