April 4, 2003, 08:59
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#1
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King
Local Time: 01:07
Local Date: November 2, 2010
Join Date: Jan 2002
Location: Caught somewhere in time
Posts: 1,946
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Units slots
I'm creating a scen (at last... but it's far from done!  ) without huts or Barbarian activity!
The barbarian will be used to represent the "bad boys".
I don't want them to build anything else than the units with which they would conquer a city.
Now, I don't want any unit becoming unbuildable because some specific slots are occupied by some units with better stats!
My idea is to use this slots (musketeer, knight, etc.) for my unbuildable units (created by events only), would it be a good solution (i.e. would it work  ) ?
And what are those specific slots?
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April 4, 2003, 10:32
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#2
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Prince
Local Time: 18:07
Local Date: November 1, 2010
Join Date: Dec 1969
Location: Research Triangle Park, NC USA
Posts: 693
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If you use them, try to make sure that they have low defense values. Otherwise computer-controlled civilizations might not be able to build anything with lower defense scores than these units.
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April 7, 2003, 07:28
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#3
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King
Local Time: 01:07
Local Date: November 2, 2010
Join Date: Jan 2002
Location: Caught somewhere in time
Posts: 1,946
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I intended to use these slots for unbuildable units with big defense: they would have "no" as prerequisite to make them unbuildable and be created by events!
Could their big defense cause some problems in the AI (or, even worse, players) build list??
Last edited by Cyrion; April 16, 2003 at 07:09.
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April 16, 2003, 07:07
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#4
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King
Local Time: 01:07
Local Date: November 2, 2010
Join Date: Jan 2002
Location: Caught somewhere in time
Posts: 1,946
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Well, can anybody confirm that I won't have problem with the "buildable" units?
or explain what is wrong in my reasoning and tell me how to solve that (not my reasoning, but the "buildable" units  ) ?
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April 16, 2003, 12:54
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#5
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Emperor
Local Time: 01:07
Local Date: November 2, 2010
Join Date: Dec 1969
Posts: 3,079
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 If these units have no prerequisite they're technically unknown to the AI (like any unit that you decide to leave out).
Letting them appear through events won't change anything about that fact, so I guess you're right. It shouldn't affect the AI.
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April 16, 2003, 14:48
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#6
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Emperor
Local Time: 19:07
Local Date: November 1, 2010
Join Date: Mar 2003
Location: Having tea with the Third Man...
Posts: 6,169
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Well, if the situation is as you describe it, my only concern would be that, if such a unit takes over a city, the AI might balk at building it in said city like it usually does w/barbarians. My guess is that there will be no problems, though I don't know for sure. My advice would be to make those units depend on a tech that has impossible prerequisites rather than on an impossible tech, so that the civilopedia will still tell the player about them. In case that didn't sound very clear, I mean you might want to do something like assigning prereqs of "Plu" and "nil," then changing the plumbing slot to "no," "no." That way, unless you want these units to remain a secret, the player will be able to find out what he or she is up against, stat-wise.
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April 16, 2003, 16:44
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#7
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King
Local Time: 01:07
Local Date: November 2, 2010
Join Date: Jan 2002
Location: Caught somewhere in time
Posts: 1,946
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To Mercator and Elok: thanks for your answers!
As this units will be "static places" (for instance "Temple of Bel-Shamharoth"), there won't be any risk of them taking any city!
And the player only needs to know they have a strong defense! (anyway, they'll take a look in the rules.txt, I'm sure...  ) Or I might even include it in the readme!
So it seems what I intend is safe, great!!
Thanks again for answering so quickly!
BTW: Elok, your explanations were clear from the start
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