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need update
Is it cool if I give you credit on the workshop page and in the script comments?
Also works fine with Radious Mod helping many factions to stay alive a bit longer than only a few turns.
@Gavachubbs
even though the mod is shown as outdated it still works fine. Seems it needs no update for the last patch
I doubt similar commands would exist. Perhaps it's possible to spawn in an ogre camp when the game starts? But that would probably require editing that start location file that makes so many mods incompatible. Unless it's a script that triggers?
Okay, train of thoughts... Turn 1, the mission to attack the first army, let's edit the quest rewards. +500% research speed, however much is needed to get the first in 1 turn. (Alternatively, +1 camp limit some other way. Maybe 1 turn buff of +1 camp limit? As a reward for the quest?). That gets the camp available.
Same quest reward gives 2 turns of factionwide camp growth; enough to build up to tier 4. If, instead, camps are available on turn 1 then reduce it to 1 turn of growth. Add money to the same quest reward as needed to counter the expense of upgrading the main building. That way you can just gun right for it.
End of train.
Right, so, it sounds like a lot of work to me. I am in no way telling you to do this. Nor that this idea I just word vomited is the best way. Just needed to get it out of my system. I like this sort of problem solving hahaha
That all aside, thank you for this mod as it is, because I have always wanted something like it. Being able to rush to the more interesting units and not having to spend 50 turns building up every. single. campaign. is a blessing to me. Again, thank you for publishing this.
This mod is very small because there are script commands to upgrade everything in settlements without having to manually prescribe what buildings to put where. I'm not sure that similar commands exist for ogre camps.
While not as bad as a Daniel situation, the Ogre Kingdoms only get access to Ironguts and Gorgers.