![]() |
Re: Can a mod limit castle construction?
Im not sure that swapping out a mod in midgame is all that much. But if you cant give them a castle they wont want to build then it wouldnt do much. Do we have ALL the stats on all the castles? Even the summoned ones?
As for the honor system, I dont remember watching for castle building in the log file. But if there is an entry when building starts or is completed, then it wouldnt be much to have the post exec grab all the castle lines from the log and send them to you each turn. That way you could easily keep a running list of castles and plot them on a map for game admin. |
Re: Can a mod limit castle construction?
Quote:
|
Re: Can a mod limit castle construction?
Trust me, I know all about flying troops and gate cleavers.
It is still a very long process in the endgame. And when you go underwater it gets even tougher, what with armies being gated in every time you storm. But I stormed 3 Shin castles in Fallacy last turn, broke their walls in 1 turn, and am storming 2 moreRyleh this turn. It is still sucks to have to take a castle for every province on a 330 province map(: |
Re: Can a mod limit castle construction?
My tactic was to take the province the castle was in, crank up the taxes to 200, pillage, blood hunt, etc. Anything to drive the unrest over 100 so he cant recruit troops there for awhile. Then move on to the next castle. Whats he gonna do? Sink a bunch of gold into rebuilding PD on a castle he cant get units and taxes from?
And it doesnt take much of a force in the back of the main force to keep jumping around the unrest castles to drive the unrest back up and keep it high |
Re: Can a mod limit castle construction?
What can he do? He still gets all of his gems, and in the endgame, most of his army is summoned beings(:
Also, to win you need to take provinces, kill him off, and move on to the next nation. However, I am appreciative of all the endgame advice. But my primary goal is to make the endgame move quicker-something most veteran mp's agree would be a good thing. Less castles would go a long way to achieving that goal. Though it seems another avenue may need to be found since a mod cannot limit castle construction. |
Re: Can a mod limit castle construction?
I think probably some house rule is the only way to go. No adjacent castles, or perhaps each castle may only touch one other castle.
|
Re: Can a mod limit castle construction?
As far as modding castles, not doable at the moment, but is in the wishes shortlist. The thing to do would be to change all fort types but a very few to Jervellan Wall for most nations. It is absolutely crap in every aspect and not difficult to breach.
|
Re: Can a mod limit castle construction?
I figured something would fit. Thanks Edi.
So if a game started with a mod in place. Even a junkfill mod with two lines (name and icon). Then around turn 100 it could be swapped out with one making all castles into Jervellan Wall. Can you make all of the castles that can be built by nations into Jervellan Wall without affecting castles that are already built? Would it affect what castles I build in mountain and in forest? |
Re: Can a mod limit castle construction?
You know you could answer every question you've asked so far by looking at the forts bit in the modding manual.
|
Re: Can a mod limit castle construction?
Take a look at the UORMM, Gandalf. That has the fort commands all gathered in a nice, tight section.
|
All times are GMT -4. The time now is 09:50 PM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.