June 15, 2002, 13:43
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#1
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Settler
Local Time: 02:38
Local Date: November 1, 2010
Join Date: Oct 2000
Location: USA
Posts: 26
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Leonardo Not Working
Okay, I'm desiging a scenario for two players in which the defending player has a few turns to place units and move them around before the attacker can get there. Two units - Howitzer and Command Post - are supposed to be immobile, but I want the defender to choose where to place them. so -
He starts with mobile versions of these units that become obsolete and are replaced by immobile versions. He begins with the Leonardo wonder. The Darwin wonder is in production and nearly complete. He is researching Howitzers. After Howitzers the next tech, the only one he can get after Howitzers, is the one for Command Posts, which then leads directly to Future Tech.
The idea is, the wonder is complete, BOOM he gets Howitzer tech, the Howitzers are upgraded to the immobile version, then he gets Command tech, the Command Post is upgraded to immobile version, problem solved.
Except it doesn't work. Leonardo upgrades the Howitzers, but NOT the Command post. I've checked, and YES the proto version is made obsolete by the tech that produces the finished version and yes that is the very tech the MUST be chosen after Howitzers. I get teh tech, but no upgrade.
Anyone have any idea what is wrong?
And I was thinking I would just make a nice, simple, basic scenario where nothing could go wrong...
Lucius Alexander
Palindromedary Enterprises
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June 15, 2002, 13:58
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#2
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Emperor
Local Time: 04:38
Local Date: November 1, 2010
Join Date: Dec 1969
Posts: 3,079
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Why use two different techs to make them immobile?
I imagine the problem may be that Leonardo's only upgrades once per turn. So the upgrade for the Command Post would only go though at the next tech discovery.
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June 15, 2002, 16:48
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#3
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Local Time: 22:38
Local Date: October 31, 2010
Join Date: Jul 2005
Location: In search of pants
Posts: 5,085
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Are the two command posts identical in everything including role?
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June 15, 2002, 18:07
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#4
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Settler
Local Time: 02:38
Local Date: November 1, 2010
Join Date: Oct 2000
Location: USA
Posts: 26
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No, I think they have different roles and of course different moves. The "advanced" one is immobile that's the point. I'll make the roles the same and see if that works, thanks.
LA
&p
__________________
Lucius Alexander
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June 16, 2002, 09:23
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#5
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Emperor
Local Time: 04:38
Local Date: November 1, 2010
Join Date: Jun 2000
Location: of syrian frogs
Posts: 6,772
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Lucius, a nice idea. A shame that (unless You use multiple rules) it can be used just once. Really nice thing.
Unfortunatelly, I can't help You. At least not now
Good luck.
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June 17, 2002, 00:08
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#6
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Emperor
Local Time: 20:38
Local Date: October 31, 2010
Join Date: Apr 1999
Location: of the frozen North.
Posts: 4,197
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For Leo's Workshop to operate correctly, the roles of the old and new unit MUST be the same. In Red October, there are static German and Austro-Hungarian infantry and cavalry units plus artillery (5 types in all) which are converted into mobile units on the fourth turn (Central Powers offensive). I wanted to give only one tech to convert all types simultaneously, so each unit needed it's own role. I used roles 0-4, with each equivalent static and mobile unit having the same role number, ie. German static and mobile cavalry were both role #0, German static and mobile infantry were both role #1 and so on. Leo's kept them straight, despite the different movement and combat factors.
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June 17, 2002, 02:39
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#7
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Settler
Local Time: 02:38
Local Date: November 1, 2010
Join Date: Oct 2000
Location: USA
Posts: 26
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Thank you Tecumsuh - I was using two seperate techs and now you tell me that isn't necessary. By making the roles identical I did get Leo to convert the Proto - Command Post into a Command Post, but I'm still working on a few other bugs.
Lucius Alexander
Palindromedary Enterprises
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Lucius Alexander
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