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-   -   Question about starting sites: (http://forum.shrapnelgames.com/showthread.php?t=40850)

HoneyBadger October 11th, 2008 09:03 PM

Question about starting sites:
 
Is it possible to have a mod Nation that can build units only on *other* than their starting sites?

For example: Instead of Capital Only units, could there be a Nation that has units that can only be built on an Ancient Temple, or Inkpot End, or Arena, or White Horse Hill?

It seems to me like this would work...

lch October 11th, 2008 09:34 PM

Re: Question about starting sites:
 
You would have to modify those special sites for that. I don't think that this can be modded right now, no.

Edratman October 11th, 2008 10:27 PM

Re: Question about starting sites:
 
I also don't think it can be accomplished because the site recruiting feature also only works for the original owner of the province.

HoneyBadger October 11th, 2008 10:53 PM

Re: Question about starting sites:
 
I don't mean entering those sites to produce units, I mean that you can set units to only be built from provinces with certain sites (which are where your Capital is also located). If I recall correctly, you don't have to modify those sites to make that happen, you just only allow the units to be built on provinces (a province) where those sites are located.

And the reason it only works for the original owner, is because the original owner is the only one with National access to those units...I don't think the game actually checks the site to see if it can produce those units, I think it checks the unit to see if it can be produced, by checking to see if the right site is there.

Endoperez October 12th, 2008 03:08 AM

Re: Question about starting sites:
 
Do you mean that if a nation starts with Ancient Temple, and Ancient Temple has been set to #homecom "High Inquisitor", then all Ancient Temples that nation finds would allow recruitment of High Inquisitors?

It might work, but I doubt it.

DigitalSin October 12th, 2008 03:20 AM

Re: Question about starting sites:
 
Oh, I thought what he meant was something along the lines of a site that is set to allow recruitment of a unit, and the team doesn't necessarily start with that site. Although your take on the matter seems to make more sense than mine, Endo.

HoneyBadger October 12th, 2008 04:05 AM

Re: Question about starting sites:
 
That's it, Endoperez, except *without* the Nation starting with Ancient Temple. You'd have to find an Ancient Temple, to build the unit.

Is anyone willing to test this out? If it works, it might make for some very interesting modding options...

Sombre October 12th, 2008 06:24 AM

Re: Question about starting sites:
 
Doesn't work.

HoneyBadger October 12th, 2008 05:05 PM

Re: Question about starting sites:
 
It seems awfully strange that it wouldn't, since you wouldn't need to write it out of the code to make the game work as it currently does, and to write it out would be more work than to just leave it alone.

Edi October 12th, 2008 05:28 PM

Re: Question about starting sites:
 
There no #mon and #com commands to correspond to #homemon and #homecom commands, which would be required for recruiting units from discovered sites. #homemon and #homecom only work for national starting sites. There is nothing unclear about it. You could theoretically discover a site with #homemon used on it, but you would see nothing in the recruitment queu. It's been tested. It is not complicated.

A command that would allow recruitment from discovered sites that was restricted to a specific nation would be a completely new mechanic.


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