-Sorry but I'm afraid I wasn't specific enough.
I'd like the buidings to be 'buildable' by the player and work in essentially the same way as the undead sacrificial pit.-
I'd like to implement a system like the one found in Battle Realms in one of my maps - but its proving somewhat more complicated that i'd expected. What I essentially want to be able to do is this:
1. The only unit the player can recruit are villager units that are useless in themselves.
2. These villages must go to specific buildings to recieve training - in order to become specialised units (e.g. go to the barracks to become a soldier).
3. The villager disapears into the aforementioned building and comes out as a different unit.
I thought that this could be done by using modified sacrificial pits that 'sacrifice' the villages unit - replacing them with another one. However, there is no way to specify what unit they are 'sacrificed' into so they simply become shades. Is there any way to resolve this?
I attempted to use triggers but it hasn't worked so far.
I'd like the buidings to be 'buildable' by the player and work in essentially the same way as the undead sacrificial pit.-
I'd like to implement a system like the one found in Battle Realms in one of my maps - but its proving somewhat more complicated that i'd expected. What I essentially want to be able to do is this:
1. The only unit the player can recruit are villager units that are useless in themselves.
2. These villages must go to specific buildings to recieve training - in order to become specialised units (e.g. go to the barracks to become a soldier).
3. The villager disapears into the aforementioned building and comes out as a different unit.
I thought that this could be done by using modified sacrificial pits that 'sacrifice' the villages unit - replacing them with another one. However, there is no way to specify what unit they are 'sacrificed' into so they simply become shades. Is there any way to resolve this?
I attempted to use triggers but it hasn't worked so far.