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Author Topic: Scripting for Era-Based Unit Locking  (Read 2758 times)

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July 20, 2018, 10:33:47 AM

Offline Magus

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Scripting for Era-Based Unit Locking
« on: July 20, 2018, 10:33:47 AM »
So, I recall that locking units as eras change for IR+NR+EOTH is done via .lua scripting ("story scripting" in this case, right?), but I've been poking around for a while in ICW's mod files and I'm not finding the file that controls what units are locked when. Any pointers? (I checked Data\Scripts\Story first, but I've really checked everywhere in \Scripts and \XML\ICW and I haven't found what I'm looking for.)

July 20, 2018, 09:35:48 PMReply #1

Offline Corey

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Re: Scripting for Era-Based Unit Locking
« Reply #1 on: July 20, 2018, 09:35:48 PM »
Story scripting refers to XML story files for the GCs, not the LUA scripts
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September 29, 2019, 12:42:17 PMReply #2

Offline Guderian

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Re: Scripting for Era-Based Unit Locking
« Reply #2 on: September 29, 2019, 12:42:17 PM »
Since this Topic is related i'll dig this thread back up ^^

I have a question:
Where do i edit the Availability for certain ships in certain eras?
For Example i want to make the Venator available from the start, but after the first era progression i want to phase the venators out along the Dreadnoughts, Acclamators and Procursators.

In which file(s) would i do that?

October 01, 2019, 11:38:01 AMReply #3

Offline Guderian

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Re: Scripting for Era-Based Unit Locking
« Reply #3 on: October 01, 2019, 11:38:01 AM »
Never Mind.
Figured it out by myself that it's
in Data/XML/Conquests Story_Sandbox_Universal_Lock_IR

 

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