Re: Can a mod limit castle construction?
Basic Hack Rule #321:
Test all programmers lists. Particularly if they start with 1 instead of 0.
The Fortresses Chart says they run 1-43
However (at least in map commands) zero does work. The list of forts inside the Dom3 program seems to call it "none". No picture appears and a split between internal and external guards just appear together in the province. It appears to be a way of saying fort, without assigning a fort. Thats not uncommon in programming. But the results are the same for fort 666 so it might just be a fluke.
44 seems to be a partially done castle. It puts a picture there, and divides defender/patroller. But it crashes the game if you try to look at it. I wouldnt use it.
45 is VERY interesting. It creates an info button but calls the castle NULL (computer programmer for nothing). The admin is 0, the supplies are 0, the time to build is 0, and the defence is 0, but the cost is 200. It crashes due to not having a screen for combat so if a .d3m file was selected for it then it might work.
So far I think testing "Fort 0" is worth trying.
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