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iloathecapcha

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Jun 2, 2012
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Are Unlimited Units available in AoD? For example, I can have infantry divisions from 1870-1989 like in modded DH.

Does the same apply to unlimited brigades?

Can new buildings be added in addition to the land forts, sea forts, etc? The new buildings would increase production of a certain resource?
 
Are Unlimited Units available in AoD? For example, I can have infantry divisions from 1870-1989 like in modded DH.

I think you can !

Does the same apply to unlimited brigades?

You may edit and add brigades...but there is a restriction of the number of different brigade types...i think...

Can new buildings be added in addition to the land forts, sea forts, etc? The new buildings would increase production of a certain resource?

AoD has got Synthetic oil plants and synthetic material plants!

Adding new buildings need hardcode changes...

But well...it would be nice if we got new moddable buildings which woud add resources, research, etc.
 
Brigade/division types are currently hardcoded. The number of models per brigade/division does not have a set upper bound though.
If you think e.g. Infantry needs 200 models, you ought to be able to provide those. - Please write a bug report if not.

The available buildings you can use ought to be:
ic, anti_air, infra, landfort, coastalfort, air_base, naval_base, radar_station, nuclear_reactor, rocket_test, synthetic_oil, synthetic_rares, nuclear_power, province_disp3, province_disp4, province_disp5, province_disp6, province_disp7, province_disp8, province_disp9, province_disp10, province_disp11, province_disp12, province_disp13, province_disp14, province_disp15, province_disp16, province_disp17, province_disp18, province_disp19, province_disp20, province_disp21, province_disp22, province_disp23, province_disp24, province_disp25
None of the "province_disp<natural number>" buildings has any effects of its own. Their existence can be polled via the "province_building" trigger for the purpose of events.
- Again, if any of this does not actually work, please write a bug report.
 
The available buildings you can use ought to be:
ic, anti_air, infra, landfort, coastalfort, air_base, naval_base, radar_station, nuclear_reactor, rocket_test, synthetic_oil, synthetic_rares, nuclear_power, province_disp3, province_disp4, province_disp5, province_disp6, province_disp7, province_disp8, province_disp9, province_disp10, province_disp11, province_disp12, province_disp13, province_disp14, province_disp15, province_disp16, province_disp17, province_disp18, province_disp19, province_disp20, province_disp21, province_disp22, province_disp23, province_disp24, province_disp25

None of the "province_disp<natural number>" buildings has any effects of its own.
Their existence can be polled via the "province_building" trigger for the purpose of events.

Well...is it possible to actually build any of these "province_disp<natural number>" buildings ?
Can we build any of these using events ?
Even if they have no effect...we could again use events for this purpose!

I had a glance at the config files to see if it is possible to give names to each of these buildings but i think it is not possible...
 
Valid keys for config/text.csv :
HPROV_IC, HPROV_CFORT, HPROV_FORT, HPROV_AA, HPROV_INFRA, HPROV_AIR_BASE, HPROV_NAVAL_BASE, HPROV_RADAR_STATION, HPROV_NUCLEAR_REACTOR, HPROV_ROCKET_TEST, HOIPP_SYNTHETIC_OIL, HOIPP_D01, HOIPP_D02, HOIPP_D03, HOIPP_D04, HOIPP_D05, HOIPP_D06, HOIPP_D07, HOIPP_D08, HOIPP_D09, HOIPP_D10, HOIPP_D11, HOIPP_D12, HOIPP_D13, HOIPP_D14, HOIPP_D15, HOIPP_D16, HOIPP_D17, HOIPP_D18, HOIPP_D19, HOIPP_D20, HOIPP_D21, HOIPP_D22, HOIPP_D23, HOIPP_D24, HOIPP_D25
Should be usable to name their corresponding building.

To make a building buildable, it needs an entry in db/building_costs.txt and has to be activated by event or technology via the command "allow_building".
... That should be all, I think.
 
Valid keys for config/text.csv :
HPROV_IC, HPROV_CFORT, HPROV_FORT, HPROV_AA, HPROV_INFRA, HPROV_AIR_BASE, HPROV_NAVAL_BASE, HPROV_RADAR_STATION, HPROV_NUCLEAR_REACTOR, HPROV_ROCKET_TEST, HOIPP_SYNTHETIC_OIL, HOIPP_D01, HOIPP_D02, HOIPP_D03, HOIPP_D04, HOIPP_D05, HOIPP_D06, HOIPP_D07, HOIPP_D08, HOIPP_D09, HOIPP_D10, HOIPP_D11, HOIPP_D12, HOIPP_D13, HOIPP_D14, HOIPP_D15, HOIPP_D16, HOIPP_D17, HOIPP_D18, HOIPP_D19, HOIPP_D20, HOIPP_D21, HOIPP_D22, HOIPP_D23, HOIPP_D24, HOIPP_D25
Should be usable to name their corresponding building.

To make a building buildable, it needs an entry in db/building_costs.txt and has to be activated by event or technology via the command "allow_building".
... That should be all, I think.

Most grateful, Sir ! :)