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Thread: Compound (or is it composite?) building requierements

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  1. #9
    Village special needs person Member Kobal2fr's Avatar
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    Nov 2006
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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.

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