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  1. #1
    Village special needs person Member Kobal2fr's Avatar
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    Default Re: Compound (or is it composite?) building requierements

    This probably belongs more to the modding forums, but no matter.

    Copying the building pre-requirements of buildings codes in recruit_pool lines in the EDB apparently does the trick. Example :

    Code:
    recruit_pool "Highland Rabble"  1   1   4  0  requires factions { scotland, } and building_present_min_level market great_market
    In this case, Highland Rabble could only be recruited with said building AND a Great Market. I've tested this and it works. I assume by stringing "and"s you could stipulate multiple buildings required.
    Last edited by Kobal2fr; 06-30-2007 at 06:42.
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  2. #2
    Dragon Knight Member Betito's Avatar
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    Default Re: Compound (or is it composite?) building requierements

    I see, many thanks, Kobal2fr!

    Now,does anyone know if any existing mod is trying to do something like this? Just curious
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  3. #3

    Default Re: Compound (or is it composite?) building requierements

    Ultimate AI 1.5 does something close to what you're asking. For example, playing Milan you can only build Italian milita if you have only built barracks. You need a tanner to get Italian spear militia. Usually you need the training building and the weaponmaker or armormaker.
    Problem is, it's a global mod which changes a lot of things apart from that. If you''re curious try it from TWcenter.

  4. #4
    Village special needs person Member Kobal2fr's Avatar
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    Default Re: Compound (or is it composite?) building requierements

    You know, that's actually not a bad idea at all - requesting the blacksmith level appropriate to a unit's base armour level before allowing them to be recruited...
    Wonder what it would do to the AI, but I think I'm gonna try that for a spell.
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  5. #5
    Corrupter of Souls Member John_Longarrow's Avatar
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    Default Re: Compound (or is it composite?) building requierements

    Kobal,

    It hurts the AI, at least as far as I can tell. The flip side is, where do you go to change the AI's build strategy? If you can change that, then you can definitly get the AI to do what needs to be done.

  6. #6
    Village special needs person Member Kobal2fr's Avatar
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    Default Re: Compound (or is it composite?) building requierements

    AFAIK, you can't.
    Ah, well, was a nice idea anyway. Guess I'll have to make it HouseRule #253
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  7. #7
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: Compound (or is it composite?) building requierements

    Actually, doing this won't work according to my tests.
    building_present_min_level doesn't work for recruit_pools, so you have to devise some really weird workarounds with event_counters if you want to do something like that, or make the building tree so that it works like you want it to.

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