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Djugashvili
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by day, Cher impersonator by night
Dec 1999 time: 05:12
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This also concerns me for my scenario TRAFOTSU. I haven't tried making the units obsolete yet (I haven't gotten that far), but this information could provide useful to me, as well.
I listening.
------------------
President of the Apolyton Workers' Union
"Workers of All the World, Unite!!"
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It will eventually disband them. There's no way to make them do it automatically (With the exception of Leo's).
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Pano
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Rennes Bretagne France
Sep 1999 time: 05:12
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What about giving Serbians the Leonardo's Workshop ! Thus all units would be immediatly replaced by an other one which would be very weak.
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shamrock
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Los Angeles, CA
Jul 1999 time: 05:12
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Fast_Eddie, Pano:
Good suggestions, but I have, indeed, given the Serbians Leo's. Here is how I use it.
The player must first destroy the Central Air Defense headquarters building (unit in Belgrade). Once this is accomplished, three types of SAM units are replaced by a less threatening version (in the northern sector, SA-13 1a => SA-13 2a, in central sector, SA-13 1b => SA-13 2b, in southern sector SA-13 1C => SA-13 2c). The less threatening version is easier to find and destroy. This is accomplished via three "give tech" events to the Serbs and the fact they have Leo's.
However, in this event I also create three regional headquarters (north, central, south). And this is where my problem arises. When one of the regional headquarter buildings is destroyed, the Serbs get the tech which makes obsolete all SA-13 units in that sector, i.e. if north HQ building is destroyed, the tech to make SA-13 2a is given and thus the computer should automatically disband all these units. But again, for some odd reason, it only disbands some of them.
Mercator:
This is also a good idea, however as you can see from the above explanation, it doesn't fit in with my current implementation. Of course, if I can't make this work out, I think your idea would work well.
I have MGE if it matters...
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Eyn
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Lyon, FRANCE
Jan 2000 time: 05:12
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if your SAM are immobile units, with the events change the ground where the SAM units are when the SAM headq unit is destroy.
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Mercator: Yes, or possibly some sort of "Crap Civilian Engineer" units that might have worked the SAMs before, but flee the building. There was something like this in C&C, I believe...
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Civfan
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Toronto, Canada
Sep 1999 time: 05:12
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just wondering about the Leo's workshop? When I'vee given a tech to the human civ the upgrade doesn't work. From Legion to Muskateer. But if I change the scieence to that tech that upgrades and its completed next turn, everything upgrades. Do you have to research the tech so it upgrades (via Leo's)or can you give a tech via events to allow it to upgrade.
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Captain Nemo
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Red Front
Jan 1970 time: 05:12
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The upgrade is the way to go... Making units obsolete will cause the AI to disband them OVER TIME, but it may take as much as 10-12 turns to get rid of them all. "Homing" them in a city will only last as long as the AI doesn't decide to "re-home" them to other cities which the AI does regularly. I have the exact same problem in RedFront where "Romanian surrender" is supposed to cause all Romanian troops to be disbanded, via the combination of "homing" all Romanian troops in Bucharest AND making them obsolete when Bucharest is captured... to no avail they are still around 10 turns later.
"Upgrading" them to invisible air units with 1 mp will almost get rid of them for sure as the AI does understand that those units will crash as soon as they leave the city.
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