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  1. #1
    Evil Overlord Member Kaidonni's Avatar
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    Default Re: Removing Armourer's as a build requirement

    I need help on the translation error thing. I've tried fixing it, and it doesn't seem to work. For some reason. Otherwise, the entire idea behind this modification is ruined...
    I believe in a society without rules, laws and regulations. A society where there are only ideas - strict ideas that must be followed to by the letter - and any failure to comply is punishable by death. This would be no dictatorship or police state, no one would be living in terror. It would merely be a 'reassessment of one's preferences,' people living in 'not-so-optimistic security.' So, welcome, those who are 'longing to be blindly obedient and loyal, unbeknownst to them.'

  2. #2

    Default Re: Removing Armourer's as a build requirement

    Quote Originally Posted by Kaidonni View Post
    I need help on the translation error thing. I've tried fixing it, and it doesn't seem to work. For some reason. Otherwise, the entire idea behind this modification is ruined...
    Couldn't help you with that, sorry. I'm only doing tweaking and balancing, not construction.

    Some other thoughts, though:

    Why the need for a blacksmith line? If horse units in general require that line can't it just be "imagined" to be an inherent part of any fort, therefore making actually building them a non-matter? For the purposes of adding or, simply, rearranging unit dependancies wouldn't the armourer line alone fulfill that function?

  3. #3

    Default Re: Removing Armourer's as a build requirement

    Did you rename the building? IIRC It should only be renamed in "names.txt" and nowhere else. If you've renamed it elsewhere then it won't work.
    “The majestic equality of the laws prohibits the rich and the poor alike from sleeping under bridges, begging in the streets and stealing bread.” - Anatole France

    "The law is like a spider’s web. The small are caught, and the great tear it up.” - Anacharsis

  4. #4
    Evil Overlord Member Kaidonni's Avatar
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    Default Re: Removing Armourer's as a build requirement

    In my musings when I went to bed last night, I've decided my Blacksmith will act like mines and farms - purely an income building. Might tie it into farm income if possible... Plus I'm going to keep in the dependency of Siege Engineers on the Bowyer (in testing it in -ian mode, it seems the AI loved siege equipment...).

    And thanks for the help. Hopefully it's fixed now (only just got up, want my breakfast, haven't got time to test it immediately). It was one of those things that made no sense at all.

    EDIT: Yep, fixed. I'd also tweaked the names in the build_prod, and I'm assuming that I shouldn't have done so. I believe that is a reference to the other files where the name is encompassed in square brackets, and the review panel graphics, etc...now to only allow the rebels to build the Guild and Master Metalsmith (which I haven't bothered renaming, just have a 2 level line for all other factions, the Blacksmith and the Blacksmith's Workshop).
    Last edited by Kaidonni; 08-07-2008 at 16:59.
    I believe in a society without rules, laws and regulations. A society where there are only ideas - strict ideas that must be followed to by the letter - and any failure to comply is punishable by death. This would be no dictatorship or police state, no one would be living in terror. It would merely be a 'reassessment of one's preferences,' people living in 'not-so-optimistic security.' So, welcome, those who are 'longing to be blindly obedient and loyal, unbeknownst to them.'

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