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Grandpa Troll

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I owe..I owe..it's off to work I go
Jul 2000 time: 00:34
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quote: Originally posted by MAD_MILITIA
hey,
ive been making a scenario of 15th century europe.ive placed all the cities but have a few things i have problems with.
1.how do i disable units like settlers(i don't want the russians trekking across europe and building a city in spain)
2.how do i disable technologies(i don't want nations building tanks & machine gunners cuz the scenarios set between 1500-1700.
please email me back if you can help me.
thanks.
TW_HAZLEWOOD@HOTMAIL.COM |
Ok
I wanted to build a scenario whereas only certain units were avaiable...from start of game to finish.
What I did was go to the UNITS.TXT file
find the settlers unit then simply make an obsolete tecnology and plug it in.
The next thing would be to set the enabling technolgy and disabling technolgy the same.
Word of caution though on two points:
#1-To avoid a crash make sure, I believe Machine Gunner is indeed one of them, that if say you have a technolgy or unit going enabled at one and it has "2" obsolete technology potentials that you completly erase the second line...
UNIT_MACHINE_GUNNER {
SHIELD_COST 800
POWER_POINTS 800
MAX_HP 10
ATTACK 80
DEFENSE 80
FIREPOWER 2
ZB_RANGE_ATTACK 0
BATTLEFIELD_RANGE 1
BATTLEFIELD_RADIUS 1
VISION_RANGE 1
ACTIVE_DEFENSE_RANGE 0
ELECTRONIC_COMBAT_FACTOR 0
MAX_MOVEMENT 200
FUEL 0
SHIELD_HUNGER 24
FOOD_HUNGER 0
DEFAULT_SPRITE SPRITE_MACHINE_GUNNER
DEFAULT_ICON ICON_UNIT_MACHINE_GUNNER
DESCRIPTION DESCRIPTION_UNIT_MACHINE_GUNNER
# #id string of the default sprite
SOUND_SELECT1 SOUND_SELECT1_MACHINE_GUNNER
SOUND_SELECT2 SOUND_SELECT2_MACHINE_GUNNER
SOUND_MOVE SOUND_MOVE_MACHINE_GUNNER
SOUND_ACKNOWLEDGE SOUND_ACKNOWLEDGE_MACHINE_GUNNER
SOUND_CANTMOVE SOUND_CANTMOVE_MACHINE_GUNNER
SOUND_ATTACK SOUND_ATTACK_MACHINE_GUNNER
SOUND_WORK SOUND_WORK_MACHINE_GUNNER
SOUND_VICTORY SOUND_VICTORY_MACHINE_GUNNER
SOUND_DEATH SOUND_DEATH_MACHINE_GUNNER
ENABLING_ADVANCE ADVANCE_EXPLOSIVES
OBSOLETE_ADVANCE ADVANCE_SPACE_COLONIES
OBSOLETE_ADVANCE ADVANCE_TECHNOCRACY
############## special flags #############################
MOVEMENT_TYPE_LAND
MOVEMENT_TYPE_MOUNTAIN
LOSS_MOVE_TO_DMG_NONE
SIZE_SMALL
VISIBILITY_CLASS_0
VISIBILITY_CAN_SEE_0
EXERTS_MARTIAL_LAW
CAN_EXPEL_POP
DEATH_EFFECTS_HAPPY
CAN_REFORM SOUND_ID_REFORM_CITY SPECEFFECT_REFORMC
ITY
CAN_PILLAGE
CAN_EXPEL
CAN_PIRATE
AIR_ATTACK
SPACE_CITY_CAN_BUILD
CHEAT_INDEX 1
}
Now another problem, if you have ruins in the RISK.TXT file I have found even though I have it impossible to actually build I still have found them in the ruins.
One possible idea is to have the percent chance at -0- for units being able to find. Same for cities or settlers-0- %. If you want ruins make it for all gold and then maybe make it from 100 on minimum to maybe 200 on maximum gold.
Just a few pieces of feedback from a NON-EXPERT who learned the hardway..
Many EXPERTS here whom could possibly help better
Question..you gonna disable some advances? I mean..maybe Mills & Factories..but Nuclear Plants & Robotic Plants? Drug Stores and such?
Just asking...
Peace
Grandpa Troll
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