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Modding help - Adding Building chain permissions.

PotatoMeisterPotatoMeister Registered Users Posts: 87
I'm trying to figure out how to remove certain units from a subfaction including their building chain. I already tried using the units_to_exclusive_faction_permissions_tables and it did not work properly. Any suggestions?

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  • Steph_F_DavidSteph_F_David Junior Member Registered Users Posts: 3,424
    building_chain_availability_sets_tables
  • PotatoMeisterPotatoMeister Registered Users Posts: 87

    building_chain_availability_sets_tables

    No, this table only sets an ID for the faction as a whole. It wouldn't let me make exclusive permissions for a subfaction.
  • steam_164511599602prOjRW7steam_164511599602prOjRW7 Registered Users Posts: 265
    edited January 26
    If you're trying to remove the whole building, I'd use building_culture_variants for that and disable it for whatever faction you don't want there.
  • Steph_F_DavidSteph_F_David Junior Member Registered Users Posts: 3,424
    Do you want to remove some units but keep others in the same building? Or remove the building completly with all the units?
  • steam_164511599602prOjRW7steam_164511599602prOjRW7 Registered Users Posts: 265

    I'm trying to figure out how to remove certain units from a subfaction including their building chain. I already tried using the units_to_exclusive_faction_permissions_tables and it did not work properly. Any suggestions?

    Another way you can remove units from being recruited is find the entries you don't want in building_units_allowed, then you can make your own entries with the same ID number, but a building the faction doesn't have access to. That should block their recruitment without any other problems
  • Steph_F_DavidSteph_F_David Junior Member Registered Users Posts: 3,424
    you can also use an empty building name.

    the "unit" column, and the "key" column should remain the same. But building can be empty.


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