August 7, 2002, 18:37
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#1
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Settler
Local Time: 00:42
Local Date: November 1, 2010
Join Date: Oct 2001
Posts: 11
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Civilization-Restriced Units
I've notices in a number of scenarios that a civ has a unique unit-similar to the ones in Civ3-that only specific civs can build (This is not Fanatics). For example, in the WW1 scenario included in MGE, the Turks are the only ones who can build T infantry, the Germans, the only ones who can build G infanrty, etc. So how can I make my own units in my scenario unique to a civ?
Ugh, Confusing Post
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Civ rules.
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August 8, 2002, 03:19
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#2
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Local Time: 01:42
Local Date: November 1, 2010
Join Date: Jul 2005
Location: In search of pants
Posts: 5,085
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August 8, 2002, 07:06
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#3
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Warlord
Local Time: 05:42
Local Date: November 1, 2010
Join Date: Jan 2000
Location: Lyon, FRANCE
Posts: 249
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units may have obsolete techs
ex:
Edit rules.txt
Make a "German Tech" with prerequesite tech "nil, nil"
Edit scenario/cheats
give it to all the civ EXCEPT the german civ
Edit rules.txt and change it prerequesite techs to "nil, no" (so this techs can't be trade or research)
Then make a "Panzer" unit which is obsolete when civ have "German Tech" so only the German civ will be able to build the Panzer, for all other civ the Panzer 'll be obsolete.
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August 8, 2002, 19:58
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#4
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Local Time: 01:42
Local Date: November 1, 2010
Join Date: Jul 2005
Location: In search of pants
Posts: 5,085
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If you are sticking with the All-Units-Available-At-Start approach, then the opposite of the standard approach is best used.
Instead of creating an "Anti-German" tech that disallows German units for non-German sides, you should create a "German" tech that allows German units for the German side and use it as a prerequisite for German units. This doesn't allow for tech-trees, but the AI will be more intelligent in its unit construction choices.
In the usual approach, the AI considers all the units that it can build when deciding construction choices and superior obsolete units tend to discourage its construction of available ones.
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August 9, 2002, 03:17
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#5
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Warlord
Local Time: 06:42
Local Date: November 1, 2010
Join Date: Jan 2001
Location: Hannover, Germany
Posts: 227
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Another solution
Test of Time allows uniqe units for every civ.
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August 9, 2002, 08:39
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#6
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Settler
Local Time: 00:42
Local Date: November 1, 2010
Join Date: Oct 2001
Posts: 11
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__________________
Civ rules.
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August 11, 2002, 09:07
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#7
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Prince
Local Time: 01:42
Local Date: November 1, 2010
Join Date: Dec 1969
Location: Minas Morgul
Posts: 421
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Quote:
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Originally posted by Eyn
units may have obsolete techs
ex:
Edit rules.txt
Make a "German Tech" with prerequesite tech "nil, nil"
Edit scenario/cheats
give it to all the civ EXCEPT the german civ
Edit rules.txt and change it prerequesite techs to "nil, no" (so this techs can't be trade or research)
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Actually nil,no techs can be traded. They cannot be researched. You have to make it a no,no tech for it to be untradeable.
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