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Cyrion
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Caught somewhere in time
Jan 2002 time: 06:16
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quote: Originally posted by CapTVK
Does that mean you can't use barbarians at all if you use changeterrain? Or should you simply be careful about letting barbarians near a change terrain field? |
First of all: the barb need to have a city somewhere on the map, otherwise I believe that a changeterrain will remove all the barb units on the map. (noit 100% sure, though)
When the barb have a city, I think that it depends on the unit slot used for the barbarian units: some are more "stable" than others. For instance, whenever a changeterrain occurs anywhere on the map, some barb units disappear, and some others survive!
I had many problems trying to fix that in my Disxworld scen, and in the end had to renounce using barb units (as I use many changeterrain).
The "barb unit" stability is not really well documented, and so I can't tell you which unit behaves better than others.
If you want to see the answers I got when I asked questions about that, check here: (don't stop after the first few posts, the question comes again after the 13.10.2003)
http://apolyton.net/forums/showthre...nical+questions
As you'll see, there was no definite answer about which slot works, and I had to use another civ...
But if you can find fine working slots, I would be more than interested! 
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Catfish
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Wollongong, Australia
Aug 2000 time: 14:16
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quote: Originally posted by Mercator
I knew that. I just didn't quite realise it had to do with switching the unit graphics. I've never played RF. |
Although I quoted you, the comments were also directed at those working on the scenario.
quote: Originally posted by Mercator
I was afraid of that. I'll see if I can figure it out. |
Taking a look at it now, I strongly suspect WK's referring to the 2 bytes that immediately precede the scenario name string at the end of the .scn/.sav file. I'm already aware of those. These settings are automatically enabled by CivConverter and their lockout effects are as described in the first link you posted.
quote: Originally posted by Field Marshal Klesh
Oohhh hiding health bars. Nice. We need to do that on a few more units as well. |
Of the current crop of units (I figure you're gonna add more later), I don't really see where there's a need.
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Catfish
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Wollongong, Australia
Aug 2000 time: 14:16
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quote: Originally posted by Field Marshal Klesh
The Rivermines and Floating Mines have their health bars still visable. Thats all I can think of for whats ingame now... |
From ToT_Changes.txt:
quote: * Hid Floating Mines, Pontoon Bridge, Stalin Line, Fortified Battery, Village and Rubble health bars using SpriteGen. There are 5 static.spr files, implemented via redfront.bat.
* Replaced River Mines icon with Floating Mines icon and gave it the Invisible Until Attack flag. |
Therefore, although the health bar for River Mines is visible, the unit is hidden by another means.
On the suspicion that you unwittingly *cough* enabled the .SPR file override in the Scenario Parameters menu, you should be aware that doing so will block the static.spr file.
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AGRICOLA
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Canadian bush & Florida
Feb 2003 time: 00:16
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In view of the renewed discussion about the RF TOT Redux, I think that it is worth bringing this old thread forward.
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All times are GMT. The time now is 05:16. Apolyton Time is 00:16. |
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