Make houses claimable with trainables

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SirPat
Posts: 910
Joined: Tue Apr 30, 2019 6:39 am
Location: Philippines

Make houses claimable with trainables

Post by SirPat »

How about we let neutral houses be claimable and u can train, Wagons, Peasants, fishing boats and row boats and can resesrch medicine "maybe"

But ofc medicine tech needs herbalism to be researched begore it so its someehat balanced ig :?:
I am Pat :>

I barely visit the forums, but when I do and u saw me reading your post. Expect a whole paragraph to be released about your topic. well except if I like your idea and the idea is perfect as it is, if so ill give u my support
User avatar
SirPat
Posts: 910
Joined: Tue Apr 30, 2019 6:39 am
Location: Philippines

Re: Make houses claimable with trainables

Post by SirPat »

I just really want to steal a house ingame and then hide there and get healed then make a wagon or rowboat to escape from the people I have murdered :lol:
I am Pat :>

I barely visit the forums, but when I do and u saw me reading your post. Expect a whole paragraph to be released about your topic. well except if I like your idea and the idea is perfect as it is, if so ill give u my support
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Endru1241
Posts: 2717
Joined: Fri Sep 11, 2015 8:43 am
Location: Poland

Re: Make houses claimable with trainables

Post by Endru1241 »

Claimable is set as a priority for AI, so it could completely change AI behaviour.
2nd big problem is a mess AI with such houses would quickly make on a map.

Too many maps affected by such thing.
Not worth it.

But you can make a triggers to represent it -
Condition: object 1 beside obj2 (or player unit beside obj)
effect: change owner
and for production:
condition: player turn started: 1st turn
effect: trigger deactivate
condition: obj owned by player
effect: trigger activate
trigger to be activated/deactivated:
looping
condition: countdown per turn
effect: create obj of type at area

and for heal:
condition: obj in area
effect: remove obj effect
change obj hp
Age of Strategy design leader
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