February 21, 2000, 00:15
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#1
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Settler
Local Time: 00:04
Local Date: October 31, 2010
Join Date: Feb 2000
Posts: 3
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Help needed on Advanced Naval Units.
My goal is to create advanced naval units which can carry both aircraft/helicopters and armor/infantry units. The US Navy has a number of these ships in service like the LPH Iowa class and the LHA Tarawa class.
My problem is how to alter the settings of a naval unit (in rules.txt) in the right way. Has anyone tried it?
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February 21, 2000, 04:58
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#2
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Guest
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Tarawa, nil, 2, 5.,0, ?a,?d, ?h,?f, 4,4, 4, no, 000000010000001
I've gotten it to work before. Just replace the "?"'s with the numbers you need.
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February 21, 2000, 12:39
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#3
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Queen
Local Time: 20:04
Local Date: October 30, 2010
Join Date: Feb 2000
Posts: 5,848
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Wow! Does this mean that the unit can carry both ground units and air units? And how does the limit work? Can it carry x units in total, regardless of air/land nature, or is there something more to it than that?
Thanks again for the tip! This is just what I need to get those pesky Star Destroyers to work properly!
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"In all creation, there can be no task more onerous or tedious than that of playing God." - Stephen Fry, 'The Liar'.
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February 21, 2000, 12:47
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#4
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Guest
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There is no limit to the number of air units it can carry, but in the part that says:
"4,4"
The number on the right is how many ground units you want it to hold.
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February 21, 2000, 16:54
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#5
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Settler
Local Time: 00:04
Local Date: October 31, 2010
Join Date: Feb 2000
Posts: 3
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Hey Fast_Eddie
I already tried that combination of settings. After launching the naval unit I can board aircraft it with air and ground units. Everything seems fine. But when I move the Naval Unit then only the air units move with it. The ground units stay in the same sea square where they boarded the ship. They seem to float above the sea and can only be moved back to a land square.
Or is it the 2.82 I use that doesn't do the trick?
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February 21, 2000, 17:05
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#6
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Prince
Local Time: 00:04
Local Date: October 31, 2010
Join Date: Dec 1969
Location: Europe
Posts: 744
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Read http://members.xoom.com//HistCiv2/units.htm
The carrier flag takes precedence over the transport flag, I'm afraid.
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February 21, 2000, 18:35
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#7
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Queen
Local Time: 20:04
Local Date: October 30, 2010
Join Date: Feb 2000
Posts: 5,848
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So does it not work after all?
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"In all creation, there can be no task more onerous or tedious than that of playing God." - Stephen Fry, 'The Liar'.
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February 21, 2000, 19:03
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#8
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Guest
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I know I got it to work once, and that's what I did. Maybe I went and changed something else, but I do remember that I got it to work before.
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February 23, 2000, 16:53
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#9
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Settler
Local Time: 00:04
Local Date: October 31, 2010
Join Date: Feb 2000
Posts: 3
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I'm afraid Andrew Livings is right. The carrier flag overrules the defined role (naval transport) of the unit. I tried several other combinations of settings but a transport role with the carrier flag set is the closest you can get. Not all is possible in CIV II
Unless FAST_EDDIE remembers how he got it working that time.
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