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Re: New feature: sector fortifications[message #358932 is a reply to message #344401] Wed, 05 February 2020 05:37 Go to previous messageGo to previous message
Kitty

 
Messages:473
Registered:October 2017
Location: Germany
Quote:
It would be thinkable to also have similar plans that are applied depending on quest states with a LUA-interface. So for example, depending on game progress, the AI would heavily fortify it's remaining cities.
Would this require more coding or could something like the following possibly working? And if so, I'm missing the last step, how to call for the plan. Any idea anybody?

strateticmap.lua

function HandleSectorTacticalEntry( sSectorX, sSectorY, bSectorZ, fHasEverBeenPlayerControlled )

if ( fHasEverBeenPlayerControlled == false ) then

if ( gubQuest( Quests.XYZ ) == qStatus.QUESTINPROGRESS ) then


if ( (CheckFact( Facts.FACT_XY ) == false) and (bSectorZ == 0) ) then

???????"Create Fortification"??????

If anybody knows, please tell me, this sounds very interestening. Thanks.



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