June 16, 2000, 22:48
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#1
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Warlord
Local Time: 00:08
Local Date: October 31, 2010
Join Date: Mar 2000
Location: ZoomCity
Posts: 105
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Fusion Engineer
I've been trying this for ages. In fact i just did and it didn't work. Worse yet, the game crashed!
I want to create a customised 'super engineer' with the following characteristics:
type; ground, settle
prerequisite; Fusion Engineering; FE
prereq. FE; 1- Environmentalism
2- Fusion Power
cost; 21 (210 shields)
move; 13
hitpoints; 5
firepower; 1
attack; 0
defense; 7
All values are legal btw.
For the unit i used the Extra Land. And for the tech, i used User def. tech A. I renamed them both properly. Then i started the game, but i couldn't research the science (yes, i had both prereq's). I kept messing with the rules.txt and with the Scenario Editor, and i got sofar as to get the unit in the 'Goal; Units' line from the science advisor. But the odd thing was, i couldn't research FE.
Did i do something wrong? Has anyone else ever tried to make a 'super engineer'?
Help! Anyone! This'll then be the first scenario i'll make available here, and up until now it looks good even if i say so myself Now just for that Fusion Engineer and it'll be ready.
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ugh crud, why won't they fall prey to my Machiavellian schemes?
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June 16, 2000, 23:31
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#2
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King
Local Time: 19:08
Local Date: October 30, 2010
Join Date: May 2000
Location: FNORD
Posts: 1,773
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Okay I just tried it and it worked...
BUT, to clarify fo you have the setup for the Fusion Engineering tech like this:
Fusion Engineering, 3, 0, FP, Env, 0, 0 ; U1
Remember you cannot change the U1 to anything else (like FE, if I read your post right)
Edit: When I tried it with FE instead of U1 the game didn't crash like i might think it would, but the tech was not researchable. This sounds like your problem.
[This message has been edited by Eternal (edited June 16, 2000).]
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June 17, 2000, 02:43
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#3
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King
Local Time: 01:08
Local Date: October 31, 2010
Join Date: Jun 2000
Location: of Old Europe - "In America we don't trust"
Posts: 2,470
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Are you sure about this ?
cost; 21 (210 shields)
When i try to create a unit with a higher cost than 18 ( 180 shields ), my game - or my scenario - ALWAYS crashes after a while. Why don't you try with a lower shield cost ?
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June 17, 2000, 08:30
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#4
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Warlord
Local Time: 00:08
Local Date: October 31, 2010
Join Date: Mar 2000
Location: ZoomCity
Posts: 105
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Hey it worked! This is what i used:
Tech: Fusion Engineering, 3, 0, FP, Env, 0, 0 ; U1
Unit: Fusion Engin.,nil, 0, 13.,0, 1a,7d, 5h,1f, 18,0, 5, U1, 000001000000011
But now there's one new problem. The new unit acts like a 'super settler', not like a 'super engineer'. He can't transform terrain. When i press 'o' i get; That function can only be ... yadda yadda
Should i beef up and edit the original Engineer unit, or is there an easier way?
The only reason i want this 'super engineer' is to speed up terrain transforming.
edit: hell, he won't even build roads quicker. How do i decrease the amount of turns it needs to perform a task while keeping it the same for regular engineers?
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ugh crud, why won't they fall prey to my Machiavellian schemes?
[This message has been edited by AkwaticDudeCity (edited June 17, 2000).]
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June 17, 2000, 08:44
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#5
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King
Local Time: 01:08
Local Date: October 31, 2010
Join Date: Jun 2000
Location: of Old Europe - "In America we don't trust"
Posts: 2,470
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Awww, i forgot it ...
Only units in engineer's side can trasform terrain, sorry ...
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June 17, 2000, 09:23
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#6
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Warlord
Local Time: 00:08
Local Date: October 31, 2010
Join Date: Mar 2000
Location: ZoomCity
Posts: 105
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Prometheus
what do you mean by
quote:
Originally posted by Prometeus on 06-17-2000 08:44 AM
...units in engineer's side ...
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?
Does this mean i should beef up the standard Engineer unit? How do i increase its transforming speed? Extra movement points?
All help appreciated
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ugh crud, why won't they fall prey to my Machiavellian schemes?
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June 17, 2000, 09:55
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#7
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King
Local Time: 01:08
Local Date: October 31, 2010
Join Date: Jun 2000
Location: of Old Europe - "In America we don't trust"
Posts: 2,470
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1) YESSSS ... sorry !!!
2) You can modify the game parameters on rules.txt - be carefull, or the game will crash ...
3) 13 ? it seems too much to me ... perhaps 8 or 10 are better balanced numbers ( considering engineer ----> 2 movements points ).
Why don't you try the Design and tips guide at Scenario League Main page ?
http://sleague.apolyton.net
Another useful guide topic is now available on this forum topic "Making a turk's scenario": Hendrik the Great knows many of these guide sites, just take a watchfull eye ....
[This message has been edited by Prometeus (edited June 18, 2000).]
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June 23, 2000, 00:10
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#8
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Local Time: 20:08
Local Date: October 30, 2010
Join Date: Jul 2005
Location: In search of pants
Posts: 5,085
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Does this mean i should beef up the standard Engineer unit? How do i increase its transforming speed? Extra movement points?
You can only change the Engineer into a Super-Settler and stick in its slot your Fusion Engineer.
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St. Leo
http://ziggurat.sidgames.com/
http://www.sidgames.com/forums/
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June 23, 2000, 17:40
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#9
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Guest
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You can't change your engineer into a super-settler. Only a super-Engineer.
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Administrator at
www.quantum9.com
Visit the forums!
www.quantum9.com/forums
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June 25, 2000, 06:32
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#10
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Warlord
Local Time: 00:08
Local Date: October 31, 2010
Join Date: Mar 2000
Location: ZoomCity
Posts: 105
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Super-Engineer it is.
Tech: Fusion Engineering, 3, 0, FP, Env, 3, 4 ; U1
Since the three remaining civs have all discovered explosives, i replaced the Engineer with the settler.
Settlers, nil, 0, 2.,0, 0a,1d, 2h,1f, 4,0, 5, Exp, 000000000000000
Engineers, nil, 0, 7.,0, 0a,5d, 3h,1f, 13,0, 5, U1, 000001000000011
It is also possible to transform a forest into a mountain. It is not realistic, i know. But i wanted it to be possible to have 'all trade specials', or 'all production specials'. In this case it is 'all trade'.
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ugh crud, why won't they fall prey to my Machiavellian schemes?
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July 12, 2000, 08:47
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#11
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Chieftain
Local Time: 00:08
Local Date: October 31, 2010
Join Date: Jul 2000
Posts: 35
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In Civ2:ToT you can turn on a binary flag to turn a unit with a role of 5 to an engeneer.
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Test of Time
Buy it now!
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