Ave,
Can someone explain to me how to make a Dynamic Reform via script? I know EB features them, but I have no idea how to make them myself, so could someone please help me accomplish this?
Cheers,
RM3
That's too broad a question to answer with much specificity.
Generally speaking, a background script is required for dynamic reforms. The script looks for a defined set of triggers. These can be, for example, a specific turn number, ownership of a set of settlements, the presence of a building or buildings, the existence of a trait or ancillary, or any combination of these things. When the conditions are satisfied, the script places a building in one or more settlements. That building may directly allow the player to build new (reform) units or it may permit construction of a building which enables recruitment of reform units.
The truth is the most valuable thing we have. Let us economize it. - Mark Twain
Hmmm... Sorry if I'm stealing your thread, but... Could you use something like this to make it so that when one of your characters gets a certain trait, you can create a new building? I don't want to have any new units, just buildings.
Yes. The script could recognize when one of your characters gains a certain trait and create a building in one or more settlements. This could be the building you want, or its presence could be used as a condition for constructing (or upgrading to) the new building.Originally Posted by SSJVegetaTrunks
The truth is the most valuable thing we have. Let us economize it. - Mark Twain
Could this "building" be invisible to the person who's playing? I'm making a vampire mod, and here's my idea: when one of your generals becomes a vampire (it's a trait), you are then able to create a "vampire den" within your cities.
I don't think so - buildings are quite inflexible and have to appear on the city interface, when we were trying to make invisible building to solve revolt CTD only answers seemed to be use a tga for the 'building' with either very small alpha'd area or one matches the background of the UI - the problem with that is that when another building is built afterwards you will have a gap in the building display where the 'invisible' building is sitting.Could this "building" be invisible to the person who's playing?
The revolt CTD garrison buildings for FATW and EOD in the end used a logo and message scroll for the building pictures. You could do that and have it as a sort of message alert - "One of your generals has been infected by the vampyre virus, the following buildings / units are now available......"
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Thanks, that's a good idea. I may add something like that in a later version of the mod.
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