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-   -   #poptype (http://forum.shrapnelgames.com/showthread.php?t=18551)

BigDunc April 1st, 2004 04:31 AM

#poptype
 
Is there a way using #poptype to have no recruitable independant units after a province is conquered?

BigDunc

Gandalf Parker April 1st, 2004 04:37 AM

Re: #poptype
 
Quote:

Originally posted by BigDunc:
Is there a way using #poptype to have no recruitable independant units after a province is conquered?
<font size="2" face="sans-serif, arial, verdana">I dont think so. Using #land instead of #setland wipes out whats there but if I remember it didnt appect poptype when I used it. I think the game has a default it uses if nothing is there.

PvK April 1st, 2004 07:16 AM

Re: #poptype
 
If you could find a #poptype you didn't want to include, and then do something to its units (with modding) to make them unusable, it could effectively remove them.

PvK

BigDunc April 1st, 2004 08:47 AM

Re: #poptype
 
That seems to be the only approach. I'll try making units with g/r costs in the hundreds or thousands and make some true black tga files.

BigDunc

Gandalf Parker April 1st, 2004 05:08 PM

Re: #poptype
 
Hmmm you might try my old Dom1 trick. Assign a water population to land and vise versa. It doesnt work anymore to remove the pretender from a nation (it automatically assigns a good one) but I think it still works for poptype.


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