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Thread: export_descr_buildings.txt and descr_mercenaries.txt

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  1. #1
    Gognard Member MikeV's Avatar
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    Question export_descr_buildings.txt and descr_mercenaries.txt

    For AoRs/ZoRs, it seems silly to have to define hidden resources and adding them to every region after already defining mercenary pools.

    Two questions:
    1) In the export_descr_buildings.txt section on capabilities:
    Code:
               capability
                {
                    recruit_pool "Town Militia"  1   0.2   2  0  requires factions { Normans, } 
                    recruit_pool "Peasant Spearmen"  1   0.2   2  0  requires factions { Saxons, }
    is the phrase "requires factions { ... }" mandatory?

    2) Can the pool name be the same as one of the pool names in descr_mercenaries.txt?

    Code:
    pool Scotland_Ireland
     regions Dublin_Province Edinburgh_Province Inverness_Province
    Last edited by MikeV; 11-03-2007 at 02:55.
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  2. #2

    Default Re: export_descr_buildings.txt and descr_mercenaries.txt

    1) Not mandatory, if you leave it out all factions can recruit.
    2) Haven't tried but i seriously doubt it.

    One way of doing an AOR system would be to just use the merc system. Just set up all the local AOR units as mercs. The AI will recruit them if they're cheap and especially if they have limited recruitment in the settlement itself.

    edit: would save a ton of typing out recruitment conditions for each faction.
    It's not a map.

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