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July 12th, 2008, 12:25 PM
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Can a mod limit castle construction?
One of the things that really make the endgame a bit tiring is digging out an opponent castle by castle when he has 30 castles and maybe free spawn as well. Yes there is crumble,
and I use that freely. But it takes valuable e gems to crumble, and it puts the onus solely on the attacker rather than the player doing nothing.
And nothing is more maddening then ryleh having a castle in every single water province they own. Try digging them out of those in the late game as a land race! It can be done, but it would be nice if castles could be limited somewhat(id at least like to explore the option).
Is there any mod that could stop a castle from being constructed, or cast(wizard tower, 3 red seconds) on any province that has a castle adjacent to it already?
That would still permit castles to be adjacent if it is "found" in a magical site after a castle was built, but would not permit construction of a capital next to a "found" castle.
Even if a mod could only stop the ones constructed with gold-that would be a help.
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July 12th, 2008, 12:39 PM
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Re: Can a mod limit castle construction?
No.
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July 12th, 2008, 12:55 PM
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Re: Can a mod limit castle construction?
Can a mod reassign what castle a nation builds?
Can it change the gold cost?
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July 12th, 2008, 01:04 PM
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Re: Can a mod limit castle construction?
You can change what castles a nation builds. You can't change anything about the castles themselves.
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July 12th, 2008, 01:25 PM
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Re: Can a mod limit castle construction?
I probably should remember this myself but are any of the castles in the game expensive enough to amount to the same thing? Making it nearly impossible to build?
A mod in the game, such as making some spells unusable by the players, could be changed to add the castle changes mid-game.
Hmmm come to think castles vary according to terrain so maybe that wouldnt work.
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July 12th, 2008, 01:28 PM
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Re: Can a mod limit castle construction?
you can change castle prices can't you? Then you could make all but a few very expensive...
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July 12th, 2008, 01:38 PM
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Re: Can a mod limit castle construction?
good ideas by both Gandalf and Aezeal.
Or this question is more suited to a map expert-on a map that is premade, could the map be coded so that the province would not accept a castle?
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July 12th, 2008, 01:38 PM
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Re: Can a mod limit castle construction?
You can't change castle prices. As I said above, you can't change anything about the castles themselves.
You could give people expensive castles after the midgame, but my feeling is even the most expensive 5 turns to build castle would get built by nations like Rlyeh. Plus it's a lot of effort to go to loading up and changing a mod just for a minor potential change.
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July 12th, 2008, 01:42 PM
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Re: Can a mod limit castle construction?
Thanks again Sombre.
It may appear that the answer lies, if it is to be found at all, in coding the map itself.
Or perhaps the easiest solution is to put it to a vote of the players, and if passed, all agree to not build castles next to another castle.
Though it would be a bit of the honor system.
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July 12th, 2008, 02:10 PM
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Re: Can a mod limit castle construction?
You could mod the castle combat map for some castles, so that they don't have such a small breach, so storming them with troops is easier.
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