RowanMaBoot / SevenKingdoms-master

Repository for the Total Conversion mod "The Seven Kingdoms"
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Terrain gets destroyed #43

Closed Sqoops closed 4 years ago

Sqoops commented 5 years ago

agot

TitanRogue commented 5 years ago

Yeah, noticed the same issue with my dragon events. It requires a more or less complex syntax to get fixed. I think it is easier to make terrain a province modifier.

RowanMaBoot commented 4 years ago

So the reason the 'terrain building' is a building is so that it can have more effects - fort level being one of the main ones, otherwise we can fall back to the old method of using modifiers within the terrain_type itself.

However, we could create a scripted trigger with the terrain buildings listed (it would be an OR = {buildings} statement, then quickly find any events that destroy buildings - then add a NOT = {non_lootable_building_trigger} to the building in barony scope to avoid destroying those buildings.

TitanRogue commented 4 years ago

@Altemio You can use every modifier as province modifiers, I checked it.

RowanMaBoot commented 4 years ago

@TitanRogue ah that is good to know. Previously the fort_level could be used on a province level, but had no effect. I'll trial it out and will remove the landscape buildings if it works as desired!

RowanMaBoot commented 4 years ago

Closing this issue; terrain modifiers replaced the buildings.