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April 20th, 2010, 12:10 PM
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First Lieutenant
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Join Date: Jul 2002
Location: Brasil
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Single Castle Mod
Is there any mod that forbids the building of new castles beyond the first one? Is it too hard to mod it?
I want a mod for SP, so the AI is unable to build more castles than the initial one.
The only castle for each faction would be the starting one + any found in sites/events.
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Currently Playing:
Megamek (latest dev version with home-made random campaign generator), Dominions 3 (with CBM) and Sins of a Solar Empire (heavily modded)
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April 20th, 2010, 12:24 PM
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BANNED USER
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Join Date: Feb 2007
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Re: Single Castle Mod
Hmmmmmmmm.
That's a good question. I wonder if you set the fort types for each land to an invalid number, or possibly a number representing "nothing", whether that would actually work.
I would give this a 40% chance of being possible. It is easily tested, however in the interests of helping people help themselves, I'd like you to be the one to do so. Check out the fort settings in your mod manual (in the game directory, docs subfolder) and look in the mapping manual for the IDs of the various fort types. These pdfs are text searchable, so you should have no problem finding the right settings.
Get a mod nation downloaded, go into the dm using a text editor and mess with the fort settings for the nation, as per the manual. Then fire them up in game and see if you can get them to not be able to make forts.
Once you've tested, be sure to come tell the rest of us the result.
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April 20th, 2010, 12:44 PM
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First Lieutenant
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Join Date: Jul 2002
Location: Brasil
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Re: Single Castle Mod
tested it, apparently, when using an invalid number (tried 45, 50 and 99)for the default fort the game sets it as a "simple hillfort" (fort type 1) and allows the building this type of fort....
any other ideas?
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Currently Playing:
Megamek (latest dev version with home-made random campaign generator), Dominions 3 (with CBM) and Sins of a Solar Empire (heavily modded)
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April 20th, 2010, 12:47 PM
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Second Lieutenant
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Join Date: Aug 2008
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Re: Single Castle Mod
If that didn't work, it's most probably not doable.
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April 20th, 2010, 12:54 PM
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First Lieutenant
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Join Date: Jul 2002
Location: Brasil
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Re: Single Castle Mod
I also tried assigning underwater forst to land and vice-versa and the game then allows you to build underwater forts in land and land castles underwater...
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Currently Playing:
Megamek (latest dev version with home-made random campaign generator), Dominions 3 (with CBM) and Sins of a Solar Empire (heavily modded)
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April 20th, 2010, 12:55 PM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
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Re: Single Castle Mod
Pity. Thanks for testing Makinus!
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April 20th, 2010, 01:00 PM
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First Lieutenant
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Join Date: Jul 2002
Location: Brasil
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Re: Single Castle Mod
Is there any way to change the fort cost? maybe if we set a fort to a huge cost the AI would not build it?
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Currently Playing:
Megamek (latest dev version with home-made random campaign generator), Dominions 3 (with CBM) and Sins of a Solar Empire (heavily modded)
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April 20th, 2010, 01:18 PM
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Shrapnel Fanatic
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Re: Single Castle Mod
None that I know of. Id be interested in such a mod also.
If Simple Hillfort is the default-on-error then you would have to search for a purposeful "null" reference.
Did you try 0? or -1?
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April 20th, 2010, 01:25 PM
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First Lieutenant
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Join Date: Jul 2002
Location: Brasil
Posts: 604
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Re: Single Castle Mod
0 and -1 also get the "simple hillfort"
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Currently Playing:
Megamek (latest dev version with home-made random campaign generator), Dominions 3 (with CBM) and Sins of a Solar Empire (heavily modded)
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April 23rd, 2010, 01:47 PM
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Major General
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Join Date: Nov 2000
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Re: Single Castle Mod
There's an easy solution - play Dominions II !!
The AI is utterly unable to build forts, so there you go ...
But trust me in one thing - been there, hated it, as it sucks absolutely!!
Things are so bad with an all-indie troops AI, that there even is a mod for Dom3 that does the opposite: it removes all indie troops from the pop types, the that the AI is constrained to build its national troops in its castles ....
__________________
As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
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