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Dida
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How do you disable this stupid units? I wanna know. These units are really annoying. Hope CTP2 will fix this.
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neblig
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Santa Monica, CA, USA
Oct 2000 time: 05:14
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You can exclude units either in the scenario editor, or you can add 'CantBuild' to the undesired units' entries in Units.txt.
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Chaos
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Lebanon, In, USA
Jun 1999 time: 05:14
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Slavers and Clerics were always a pain in the butt, but I found if you put up a line of diplomats around your country and some speedy units to counter them you can keep them away. it also helps to keep one in every city in case something gets thru. Though in ctp 1 they never stop. So I would have to kick them out EVERY turn. and I must say that did get annoying.
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Mr Ogre
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Azeroth
Jan 1970 time: 05:14
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The easiest way to disable an advance is to give it a prerequisite of itself. Ruins check for that too, so there's no way anyone can ever get an advance that is a requirement for itself. So to stop at the modern age, you can edit Advance.txt to remove all the advances you don't want in your game this way.
You can also just remove them entirely, except then you also have to go through and remove all the units, wonders, buildings, tile improvements, etc. that require those advances. Doing the prerequisite trick is less work.
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Yohan
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Jackson, MS
Apr 1999 time: 05:14
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So how does editing the textfiles affect games in progress. Say you edited out lawyers, but you already have lawyers in the game. What does that do to the game?
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