Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Hero units are really completely different from others...Dont think there's a way to do this.
Could I make regular Units which look like heroes with the Content Editor?
Not sure, but it\s easy to put a guy on a horse and give him a hero name.
Eomolch (spelling ?) is a modder who done something like it, he might know more.
Ofcourse I would like it, if the units race matches that of the city. With the Racial T3 production facility, thats not a problem. But Basic Buildings, like Barracks or Temples are shared among all races. Because of this, right now everyone simply gets the Human racial Units, except for the racial T3.
Unlike most other City Properties, for some reason Combat Properties dont have the option of setting forbidden/required city requisites. Otherwise I could ofcourse add all the Combat Properties to their respective buildings and set city race as a requirement.
So now im thinking.. Do I have to copy the entire City Building Tree for every Race, thus converting all basic Buildings into racial ones? Would this mean, that in case of a city migration to another race...
- the city loses all buildings?
-the city keeps present buildings and their effects, but can now also build everything a second time?
How about you make it different buildings, like the racial defense buildings ? Require the baseline buildings, then builds new ones.
For example:
an orc city is conquered, then migrated to humans. it may already have the orc barracks, and they still allow the human player to build orc units despite the cities population being human. but if he decides to now build a warhall, it will produce human halberdiers and cavalry.
unless im mistaken and thats not how it works
This is the same for buildings. If the race link of a building is not there for that race, you can't build it. If the building is already there prior to migration, the building will be disabled upon migration and not do anything anymore.
Basically, for a building to function, several requirements must be met:
1) It needs to have a race link with the race currently living in the city
2) In case of buildings set to only work in living cities, the city must not be ghouled (for example Hospital and Grand Palace)
3) In case of buildings set to only work in dead cities, the city must be ghouled. If it was purged afterwards those buildings are disabled (for example Harvester's Guild or Palace of the Dead)
4) In case of class-specific buildings, they only work if the player controlling that city is playing with the class or specialization that the building is linked to.
If one of those requirements is not met, the building is simply disabled, it can only be sold and won't grant its city properties.
Edit: and now you deleted your answer ;D
Another relevant question is whether evil players are too strong in vanilla..
I'd say, just add new buildings. If you publish the mod, people are going to complain really hard because it's a rather fundamental change for the city mechanics.
Just prefixing the name of your new strucutres with their race name probably works well enough tho.
I've thought about a structure like this myself...but I never liked that there's no way to prevent them from spawning outside the walls.