Author Topic: Localised resources  (Read 3189 times)

Botjer

  • Guest
Localised resources
« on: 22 April 2008, 08:07:16 »
how do i create a resource that only exist in one building and not on a global level.

example. i have two different keeps, the wood collected at one can not be used at the other keep.
« Last Edit: 1 January 1970, 00:00:00 by Botjer »

ZaggyDad

  • Guest
(No subject)
« Reply #1 on: 22 April 2008, 16:20:23 »
You can't.

~Zaggy
« Last Edit: 1 January 1970, 00:00:00 by ZaggyDad »

daniel.santos

  • Guest
(No subject)
« Reply #2 on: 22 April 2008, 17:37:23 »
The engine doesn't support localised resources, nor team-shared resources for that matter.  This would require modifications to the engine (which is in C++)
« Last Edit: 1 January 1970, 00:00:00 by daniel.santos »

ZaggyDad

  • Guest
(No subject)
« Reply #3 on: 22 April 2008, 17:42:38 »
(Though it may come in useful for campaigns and scenarios.)

~Zaggy
« Last Edit: 1 January 1970, 00:00:00 by ZaggyDad »

Botjer

  • Guest
(No subject)
« Reply #4 on: 23 April 2008, 06:55:52 »
it would give rise to some interesting oportunities. for example, a monster that eats wood. when it has 100 wood harvested, it can build a new unit, or it can transform into something bigger.
« Last Edit: 1 January 1970, 00:00:00 by Botjer »