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Make houses claimable with trainables
Posted: Wed Jul 28, 2021 2:51 pm
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

Re: Make houses claimable with trainables
Posted: Wed Jul 28, 2021 2:51 pm
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

Re: Make houses claimable with trainables
Posted: Wed Jul 28, 2021 7:35 pm
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