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Hendrik the Great
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Good old Germany!
Oct 1999 time: 06:12
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1. By using the events you can forbid a civ to negotiate with someone else.
The event would look similiar to this:
IF
NEGOTIATION
talker=ANYBODY
talkertype=HumanOrComputer
listener=ANYBODY
listenertype=HumanOrComputer
@THEN
@ENDIF
You can decide which civs to insert for "anybody" instead. The "talkertype" tells you when this event is in effect.
2. Yes, it will be. But if done nicely it is well worth the effort put into it. Before you start you should write done on a piece of paper how the tech-tree is suppossed to look like. Just make a sketch to work from makes it a lot easier.
Also you should beware of certain techs that have hardcoded effects on the game. There is a very good design tip about this on the S. League. You should check it out!
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Hendrik the Great
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Good old Germany!
Oct 1999 time: 06:12
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Do not use the WWII flag under any circumstances!!! It will screw up your scenario for good!
And I'm speaking out of experience...
Otherwise make sure all units have the right role and that they do have an attack factor of more than 0. Sounds stupid but it actually happend to once that I did forget to put in an attack rating for a unit.
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DormSlave
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Got rid of the WWII flag and everything's cool now. Thanks ya'll.
>DormSlave<
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Captain Nemo
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Red Front
Jan 1970 time: 05:12
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For disabling negotiations you need
@IF
NEGOTIATION
talker=Anybody
talkertype=HumanOrComputer
listener=Anybody
listenertype=HumanOrComputer
@THEN
@ENDIF
If the blank line between @THEN and @ENDIF is omitted the statement does not work! You will spend days wondering why your deadly enemies are making peace with eachother behind your back...
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Hendrik the Great
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Good old Germany!
Oct 1999 time: 06:12
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Well, sometimes it seems to work and sometimes not. I was unlucky enough as not to get it to work as intended in my last scenario. Tooks me a long time to get it to work in a somewhat acceptable form.
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