July 30, 1999, 09:30
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#1
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Warlord
Local Time: 00:00
Local Date: October 31, 2010
Join Date: Jul 1999
Location: USA - Splitsko Dalmatinska Zupanija, Hrvatska
Posts: 146
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Help: Units that should be able to be produced can't be!
I have been working on a new scenario but for some reason a good chunk of the units don't appear in the city production menu. All of the preequisites are met and there are no conflicts with obsolesence. They just don't appear in the menu. Does anyone have any suggestions as to how I can get around this?
[This message has been edited by Tomislav (edited July 30, 1999).]
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July 30, 1999, 10:40
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#2
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Guest
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What I think happened, is that you didn't think about the Musketeer nd knight slots. These have special "powers" (I guess that works...). The musketeer slot makes it so that any unit that is a ground unit, has one movement point, and has less attacking power. Same goes for the knight slot except with 2+ movement.
Probably wrong...but the musketeer and the kinght slots are things that you should be careful of...
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July 30, 1999, 11:28
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#3
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Warlord
Local Time: 00:00
Local Date: October 31, 2010
Join Date: Jul 1999
Location: USA - Splitsko Dalmatinska Zupanija, Hrvatska
Posts: 146
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How would that cause about 15 units to be absent from the city production menu?
Here's an example of my problem.
The Swedes are supposed to be able to build
S. Regulars, S. Grenadiers, S. Cavalry, S. Hussars, S. Lancers, 3 varieties of artillery, and 7 ship classes.
However, the Regulars, Cavalry, and Hussars are not in the menu even though they're not obsolete and the preequisites for them have all been met.
[This message has been edited by Tomislav (edited July 30, 1999).]
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July 30, 1999, 14:24
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#4
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Local Time: 00:00
Local Date: October 31, 2010
Join Date: Dec 1969
Location: Bloomington, IN, USA
Posts: 2,919
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here is something I've run into with both Underdark and Enemy of god....
change the movement rates of the units to 1, then see if you can build them. If so, give up all hope and reroot the units.
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July 30, 1999, 21:11
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#5
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Prince
Local Time: 19:00
Local Date: October 30, 2010
Join Date: Dec 1969
Location: Research Triangle Park, NC USA
Posts: 693
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You also have to be sure that there are no units clearly better than any other available units of the same function (by this I mean the attack-defend numbers). Frinstance if the computer has a choice between a 4/3 unit costing 1000 and a 4/2 unit costing 10 it will never build the latter despite the obvious advantage (but the problem would be solved if the first unit was changed to 3/3 because there is no clear superior unit). The computer cares not for cost, hit points, firepower, or special flags -- just the attack and defense numbers.
You have to check this with all "attack" units of move one, then with "attack" of move two, and then over again with "defend" of one and two move. I'd be happy to look at your units list to point out trouble spots.
I suspect with so many types of units this may be the problem, but heed Fast Eddie's warning as well . . . I usually put non-buildable / barbarian-only units in the knight and musketeer slots.
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July 31, 1999, 03:25
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#6
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Warlord
Local Time: 00:00
Local Date: October 31, 2010
Join Date: Jul 1999
Location: USA - Splitsko Dalmatinska Zupanija, Hrvatska
Posts: 146
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Thanks. I took your advice and played around a little more with the unit statistics. I also changed some of the attack units to air superiority on ground to fix anything that still refused to show up. I also put non-buildable units into the knight and musketeer slots replacing the buildable units I had put there before as you both of you have suggested
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August 1, 1999, 07:13
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#7
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King
Local Time: 01:00
Local Date: October 31, 2010
Join Date: Jul 1999
Location: Some cold place
Posts: 2,336
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Here's another option, it doesen't require any changes in the units stats: Change the role of the unit (you know, attack, defense, settling etc.) to Air Supreriority. It works, it's an option I have used in "Artaxerxes", and I have got every unit I wanted to have.
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