View Full Version : Making Capital Only units
Makinus
February 18th, 2011, 08:05 AM
Just to see if there is not a easier way to do this: the best way to make all national units capital-only is changing them so they are produced by the sites found in capitals?
Soyweiser
February 18th, 2011, 09:16 AM
I don't think there is any other way. And I'm not totally sure what you have to do to make these units not recruitable by other nations, when they conquer the sites. But that is probably listed in the modding manual.
llamabeast
February 18th, 2011, 09:31 AM
I think the command is #homecom rather than #com for commanders, and something similar for units. #homecom 100 means unit 100 can be recruited from the site only by the nation which starts with that site.
Azurain
February 20th, 2011, 03:20 PM
Just to see if there is not a easier way to do this: the best way to make all national units capital-only is changing them so they are produced by the sites found in capitals?
To the best of my knowledge, site modding is the only way to make units capital only. Bear in mind that there are significant limitations to this, as well: each site can only have 5 total traits on it (including units, commanders, gem production and other features) and you can only have 4 sites in a zone, so the maximum number of units and commanders total you can have capital-only for a nation is 20 (not 20 each, 20 total), and that's only if you're willing to eradicate all starting-site gem production for that nation.
You'll also have to clear the nations' recruitment lists, which I'm not 100% on how to do other than clearing the entire nation, but the mod manual can help you there.
The commands are #homemon and #homecom if you want the units to be only recruitable by that nation at its capital and #mon and #com if you want the units to be recruitable by anyone who owns the capital (which is fun, and the basis for my assimilation mod).
Edi
February 20th, 2011, 03:28 PM
Clearing national recruitment list is not necessary.
You need to modify a start site (or create a new one), subject to the 5 trait limitation mentioned above and use the #homecom command for commanders and #homemon command for regular cap-only units.
If you need to reset the recruitment list, #clearrec is the command you're looking for. It's just not needed here. Check the 3.26 modding manual and specifically site modding, as well as the recruitment lists section.
Azurain
February 21st, 2011, 07:37 PM
Clearing national recruitment list is not necessary.
You need to modify a start site (or create a new one), subject to the 5 trait limitation mentioned above and use the #homecom command for commanders and #homemon command for regular cap-only units.
If you need to reset the recruitment list, #clearrec is the command you're looking for. It's just not needed here. Check the 3.26 modding manual and specifically site modding, as well as the recruitment lists section.
As far as I understand it, the #homemon and #homecom commands do not overwrite or in any way displace the national #addrecunit and #addreccom commands. Meaning that adding a site with #homemon for a unit that the nation already can recruit everywhere will just mean the unit appears twice in the recruitment list where that site is (the capital if it's a start site).
This is actually a side-effect which occurs in my assimilation mod, which makes use of the #mon and #com commands that work in largely the same way.
Since the original request was how to make all of a nation's existing units capital-only, it would be important to use the #clearrec command as well. Otherwise the units will still be recruitable in every fort and just recruitable 'twice' at the capital.
Of course, I could be misreading/misunderstanding the original request, or possibly wrong about how #homemon/#homecom work (though I just tested them before posting this).
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