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I have the faction barracks locked behind their quest lines, so to get the MM barracks you need to become general, and lvl3 requires Taking Independence.
:(I thought I had this fixed in a previous patch, the problem is the delete() function isn't running when the plot gets removed, so the script still thinks the barrack still exists after it is removed.
I'll see if I can figure out what is breaking it, but I'll probably need to change how I'm...
I wrote a script that checks quest stages and adds/removes building plans from a formlists. Currently it's designed for specifically for my barracks plot but I can have a generic version of it some time tomorrow if you want.
Yes, my barracks plot has a branch for each faction.
I don't think so, I know Sim Homestead requires Snappy.
Not complete but uituit and I have been working on this wiki page.
I set it up with the tree structure since that was the easiest way to have them be settlement-unique, plus it gives me the option to have it branch it later.
No, unless you change the plot the wall doesn't come down. The point of that one is that the settler is so paranoid they wall themselves in, the plot also provides enough resources for that settler to survive.
Version 1.0.1:
Rescaled some textures.
Add a "fix" for anyone that can't get the menu to appear:
Type "cqf jtb_menufix setvalue 1" in the console, all pieces will appear in special menu.
Yes they are settlement-unique, although if you start upgrading more than one at a time you can build multiple in a settlement. However, the code I use for the dynamic defense value will only recognize the first one built.