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July 14th, 2008, 07:31 AM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
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Re: Can a mod limit castle construction?
As far as modding castles, not doable at the moment, but is in the wishes shortlist. The thing to do would be to change all fort types but a very few to Jervellan Wall for most nations. It is absolutely crap in every aspect and not difficult to breach.
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July 14th, 2008, 10:49 AM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
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Re: Can a mod limit castle construction?
I figured something would fit. Thanks Edi.
So if a game started with a mod in place. Even a junkfill mod with two lines (name and icon). Then around turn 100 it could be swapped out with one making all castles into Jervellan Wall.
Can you make all of the castles that can be built by nations into Jervellan Wall without affecting castles that are already built? Would it affect what castles I build in mountain and in forest?
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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July 14th, 2008, 11:04 AM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
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Re: Can a mod limit castle construction?
You know you could answer every question you've asked so far by looking at the forts bit in the modding manual.
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July 14th, 2008, 11:15 AM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
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Re: Can a mod limit castle construction?
Take a look at the UORMM, Gandalf. That has the fort commands all gathered in a nice, tight section.
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July 14th, 2008, 02:45 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
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Re: Can a mod limit castle construction?
Nahh Im more interested in the conversation than the answers.
Maybe Xietor will. Or maybe I will after I work on some of my projects.
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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July 14th, 2008, 03:40 PM
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Lieutenant General
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Join Date: Sep 2007
Posts: 2,691
Thanks: 5
Thanked 39 Times in 31 Posts
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Re: Can a mod limit castle construction?
I second Gandalfs remark that the conversation > answers  (my answer was wrong it seems  )
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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July 14th, 2008, 04:49 PM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
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Re: Can a mod limit castle construction?
Well then neither of you are getting any more answers from me.
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