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Bizmut
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Pierrefonds, Quebec, Canada
Jan 1970 time: 05:14
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The way (at least it works for me) is to edit the RULES.TXT file in the section @UNITS_ADVANCED (near the end of the file), each of those line is the continuation of each line in @UNITS section...
The first 8 digit number is the availability of that unit to each tribe COLOR...
Those colors are 8 for the first digit and 0 (Barbarian) for the last digit...
Or more simply 876543210....
If any of those digit is set to one(1), every tribe with the relative color will be able to build that unit type, if it's set to zero(0), every tribe with the relative color WON'T be able to build that unit type...
Bismuth
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Michael Daumen
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Research Triangle
Jan 1970 time: 00:14
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So just reloading a saved game won't do the trick? That's too bad, since loading a scenario every time advances city production, light bulb acquisition, et c.
But thanks for the tip - I'll try it.
PS Bismuth, if I have the rules.txt file in my scenario folder, that's the one the scenario will use, right?
. . . . time passes . . . .
OK, I saved my current template into a scenario, then tried out the scenario. None of the advanced unit flags work at all. How did the file get embedded? How do I get it unembedded? Why do some of the changes to rules.txt I make (ie basic unit stats, tech tree) still work?
[This message has been edited by Michael Daumen (edited January 05, 2000).]
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