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Grandpa Troll

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I owe..I owe..it's off to work I go
Jul 2000 time: 00:35
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quote: Originally posted by Kloreep
There is an option to let AI civs re-spawn. If you choose this, the AI will re-spawn, with a number of units, 100 gold, and techs (I can't remember how the techs are determined) when they would otherwise be destroyed for the first time. (However, AIs only respawn once; the second time an AI is destroyed, it will not come back.)
However, there is no way for a NEW civilization to enter the game, unless you use Gramphos' Multitool or some such to edit a save yourself. |
So I could "edit" a save of a game in progress..NOW That would be right up my ally what i am looking for to write a story line with
That would be really kewl as I love writing, not a great writer, just enjoy it!
Thx for the response..um..where is this tool..in the d/l section?
Thx
Gramps
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Aramis
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Not where I was tomorrow, nor will be yesterday.
Dec 2002 time: 23:35
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quote: Originally posted by vmxa1
So in effect, they will not be able to respawn much after the ancient age. I have not used that option in some time, so I am not sure of the deadline. |
I used it a few times recently. With nothing more than random, limited experience to back this up, I'd say they stop respawning when the player reaches Industrial era (or, obviously, all viable land is gone).
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Doc Tsiolkovski
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Here's a way to keep a Civ isolated as long as you want for Scenarios:
- Surround the starting city with impassable terrain, except for one tile. Either create a new terrain type, or simple use a lake.
- Block that tile with an imobile Barbarian unit with an insane def value. Important: That unit most have a high shield cost.
- Have a city improvement that autoproduces a Cruise Missile type unit every x turns, where x= the turn you want the Civ enter the game. Maximum is 100, but you can simple use more than one Barbarian. That CM has an obscene Bombard value, Lethal Land Bombard, a high RoF, and costs about 1sp.
The AI will use the CM to kill the Barb (note this only works when the Barb is much more expensive than the CM).
I made a Mongol version of the Middle Ages scenario that way, and it works perfectly.
Clearly a workaround, and unfortunately you need to place the city on the map.
For islands, it's alot easier:
- Flag all early vessels as wheeled
- Make Ocean impassable for wheeled units (couple of Mods like DyP do that already).
- Surround the starting island with Ocean.
- Either give that Civ an ocean-going vessel earlier then the others, or preplace a unit-spawning Improvent if you want it to happen at a specific turn within the 1st 100.
Last edited by Doc Tsiolkovski on 11-07-2004 at 21:37
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