Can I set it up to where players cant sell their buildings to other players? I'm trying to set it up on xebec where players will be forced to choose between pubs, industry, and shops. if players can sell their buildings, it'll screw up this need for niches.
Or if i can set a minimum building sale cost. any ideas?
Disable players selling their buildings?
- flametard
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or does anyone know how i can script it so someone with the build pubs skill cant buy a building from a differnent build skill? or they cant buy a building of a skill that they dont have?! anything?!!
I know on aramathea, it limited you when you tried to buy too many of a certain building type. is there a "*buildingpurchased" command?
id even settle on destroying the building if its bought or sold.
HELP!
I know on aramathea, it limited you when you tried to buy too many of a certain building type. is there a "*buildingpurchased" command?
id even settle on destroying the building if its bought or sold.
HELP!
I don't know of any way to disable the 'sell building' portion of the building admin menu besides getting rid of the menu completely by making everything 'Scripted-NoWindow' type (?) or 'Ornamental' type. But this would also remove *everything* else in the building: investing, stocking, selling/buying items, employee stuff, etc
The result would be needing to script the entire building interface for each building.
You would have to use playervars with the building construct and destroy events to track how many of each 'type' you want the buildings to be and to track whatever buildings you want special rules for. Then you could have the script for selling/buying buildings and the construction script set to look at all these playervars to disable building/buying/selling depending on whatever circumstances you want. The construction script would also need to look at a player's skills before giving them access to build each building, or you'd need to set custom construct skills in the bdat.
I've never tried to give scripted-nowindow or ornamentals production stuff in the bdat so don't know if they can produce stuff. If they can't then you would also have to script the entire production for each building.
This is basically what I have been doing for zoric, except for using those building types. The result is *thousands* of pages of nearly identical simple scripts or a hundred pages of complex script that depends heavily on vars working properly.
The result would be needing to script the entire building interface for each building.
You would have to use playervars with the building construct and destroy events to track how many of each 'type' you want the buildings to be and to track whatever buildings you want special rules for. Then you could have the script for selling/buying buildings and the construction script set to look at all these playervars to disable building/buying/selling depending on whatever circumstances you want. The construction script would also need to look at a player's skills before giving them access to build each building, or you'd need to set custom construct skills in the bdat.
I've never tried to give scripted-nowindow or ornamentals production stuff in the bdat so don't know if they can produce stuff. If they can't then you would also have to script the entire production for each building.
This is basically what I have been doing for zoric, except for using those building types. The result is *thousands* of pages of nearly identical simple scripts or a hundred pages of complex script that depends heavily on vars working properly.