allowing changing recall_cost in a [side] tag

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ced_ne
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Joined: September 18th, 2006, 2:38 am
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allowing changing recall_cost in a [side] tag

Post by ced_ne »

It would be nice, if we can overide the attribut "recall_cost" in the game.cfg (in the [game_config] tag), especially in a [side] tag...
Some attribut are already there like "village_income"... what about extending it to "recall_cost" ?
-- please don't blame me about my bad english spoken ! --
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irrevenant
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Post by irrevenant »

I'd like to be able to override recruit cost too. It's easy to envision a unit that would be more effective vs certain factions and should be priced accordingly vs those factions only...
ced_ne
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Post by ced_ne »

Yes, in my case, some scenario follow immediatly another, and it is more logical (and more playable) that for this scenarii, recall would be totally free...
I can do a massive auto-recall in WML, but the player don't nedd some kind of unit...

Another problem : what if one scenario allow a unit to return to recall list in the middle of it ? if the player return one unit in the recall list, and later, want to recall this unit again, it costs 2 recall for the same unit (40)...
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Noyga
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Post by Noyga »

It's possible to set a recall event so the player will be refunded...
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irrevenant
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Post by irrevenant »

Noyga wrote:It's possible to set a recall event so the player will be refunded...
That would work for recalls, but for recruitment that would leave recruits displaying the wrong purchase price though, wouldn't it?
ced_ne
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Post by ced_ne »

It's possible to set a recall event so the player will be refunded...
yes but at least 20 gold piece is needed
-- please don't blame me about my bad english spoken ! --
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