Thread: Forge
View Single Post
  #2  
Old December 25th, 2006, 09:54 PM
DrPraetorious's Avatar

DrPraetorious DrPraetorious is offline
Major General
 
Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
Posts: 2,474
Thanks: 51
Thanked 67 Times in 27 Posts
DrPraetorious is on a distinguished road
Default Re: Forge

There are several forge *sites*.

I don't think it is possible to build any national units in provinces without fortresses. AFAIK, this is pretty fundamental to how the game handles unit production. Likewise, it would require a major rewrite

Other than that, what you're suggesting is obviously out of the scope of current modability - but I don't think it would be a problem in principle. You'd need to introduce some new commands -

-- Building modding
#selectbuilding <nbr>

This enables you to select buildings other than 1 (the temple) and 2 (the lab).

#defaultcost <cost>
#defaultpic <file>
#end
Would be all you'd need to set requirements for your new building. Other than that, you need site commands to give the building stuff it can do - like add recruitable units and so forth. Set the cost to a negative number to make the building disabled by default.

-- In nation modding, add:
#buildingcost <nbr> <cost>

To change the cost of a given building for a given nation. If 0 is temple and 1 is lab, that'd enable us to mod those easily.

-- And in unit modding, add:
#customreq <nbr>

Where <nbr> is the building number.

I'm sure you can see how you'd use this to add Forges, and units that require forges (which would then have an increased resource cost.) They'd require a Fortification, as well, unless everyone who build a Forge got them.
__________________
If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
Reply With Quote