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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

    AFAIK, you can't.
    Ah, well, was a nice idea anyway. Guess I'll have to make it HouseRule #253
    Anything wrong ? Blame it on me. I'm the French.

  2. #2
    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.

  3. #3
    Village special needs person Member Kobal2fr's Avatar
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    Default Re: Compound (or is it composite?) building requierements

    Errr... I tested it. Actually tested it. Made Hobilars require a leatherworker by adding the line "and building_present_min_level castle_smith c_leather_tanner" after "requires faction {England}", fired up the game, built a horse breeder in Nottingham, couldn't recruit anything. Then I built a leather tanner and pop comes the recruiting pool. Destroyed the leather tanner and the recruiting slot disappeared.

    Of course, I tested that in LTC, where castles don't allow any recruiting by themselves (ie. to recruit knights, you need the proper stables, you don't get "free" knights with the core_castle). That might be why your tests didn't work ? Or maybe it's something they have introduced in 1.2, for all I know.

    The only weird problem is that the building browser kinda borks up. You can still right-click on the recruitment building (either in the browser or in settlement details) and it will say "Hobilars (maximum 4) Leather Tanner", but you can't right click on that to make the Hobilar unit card pop up. A right click on the unit pool works fine. Beats me as to why it is so though.
    Last edited by Kobal2fr; 07-01-2007 at 18:29.
    Anything wrong ? Blame it on me. I'm the French.

  4. #4
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: Compound (or is it composite?) building requierements

    Quote Originally Posted by Kobal2fr
    Errr... I tested it. Actually tested it. Made Hobilars require a leatherworker by adding the line "and building_present_min_level castle_smith c_leather_tanner" after "requires faction {England}", fired up the game, built a horse breeder in Nottingham, couldn't recruit anything. Then I built a leather tanner and pop comes the recruiting pool. Destroyed the leather tanner and the recruiting slot disappeared.

    Of course, I tested that in LTC, where castles don't allow any recruiting by themselves (ie. to recruit knights, you need the proper stables, you don't get "free" knights with the core_castle). That might be why your tests didn't work ? Or maybe it's something they have introduced in 1.2, for all I know.

    The only weird problem is that the building browser kinda borks up. You can still right-click on the recruitment building (either in the browser or in settlement details) and it will say "Hobilars (maximum 4) Leather Tanner", but you can't right click on that to make the Hobilar unit card pop up. A right click on the unit pool works fine. Beats me as to why it is so though.
    Now that's weird. There must have been some other problem when I tested it as it seems to work indeed; you're right about the core buildings, by the way. Giving recruit_pools a building_present_min_level requirement there crashes the game on campaign start, but I tested it with a unit and two other buildings and it also crashed when I constructed the building.

    Thanks anyways, you just saved me a bit of work.

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