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Cam
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Australia
Jan 1970 time: 14:42
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No problems with anything other than the last one - but there's a trick you could use that might half-work...
quote:

I want to limit the units to ground based units only. No naval or air units allowed.
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Change their domains to '0'. When going through rules.txt's units area, the first column of numbers determine whether units are land-, sea-, or air-based. You will notice that the first unit in the list that doesn't have a '0', is the fighter unit, with '1' (for air-domain).
quote:

I am thinking that if I simply go into the appropriate txt file and delete those units, I can achieve the desired result.
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No - don't delete lines in the rules.txt file, it will 'confuse' the program. You need to turn things off by using 'no' as a prerequisite.
quote:

I would like to limit the level of technology in this scenario to maybe pre-industrial revolution.
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There are a few different approaches here - one might be to edit the technology tree, so only ancient and renaissance technologies can be researched, and substitute Future Tech's prerequisites to Railroad and Banking. Almost all Industrial and all Modern era technologies being removed from the game by using 'no' as a prerequisite. (This is but one fairly crude strategy).
quote:

Also, this needs to be an "All Out War" Scenario -- meaning NO communication with other civs, no trade, and highly aggressive civs.
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When setting up the scenario, the cheat menu can allow you to turn off the possibility of space flight. Removing space ship parts from the build list will work as well (change the area in rules.txt; @IMPROVEMENTS for SS Structurals, Components and Modules from 'SFl', 'Pla', and 'Sup', to 'no' in each case), and the civilopedia will reflect this (ensure pedia.txt is included in your zipped files).
To prevent communications, you will need to create an events.txt file with a pair of 'negotiation' events for each tribe. See the file macro.txt for a bit more information on that.
Trade units may be made unbuildable by changing their prerequisites to 'no'.
When setting up the scenario, choose "Customize Rules" and check/tick the "Select Computer Opponents". Then select from; Russians, Zulu, Viking, Spanish, Persians, Carthaginians, and Mongols. You may further use the events file to 'Make Aggression' every turn for each tribe on each tribe (again, refer to macro.txt), or set their initial relationships to 'war' or 'vendetta' (via the cheat menu; edit king > edit treaties).
quote:

And finally, I would like to somehow set it up so that ALL huts discovered release a hoard of barbarians.
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This is (to my knowledge) not possible, although 'they who hex edit' might be able to make this objective a reality. I would suggest you create zero-move, zero-defence barbarian units that have the hut graphic with the shield hidden, and use the events folder to create barbarian units when one of the units is destroyed. Unfortunately in order to use this approach, if you want to have a lot of huts, you need to use a lot of unit slots so the barbarians appear around the right 'hut'. The AI will 'go nuts' about attacking these huts also, as AI tribes really hate barbarians. Furthermore, the attacking unit will generally not enter the square where the hut is, but attack it from the adjacent square in that turn. This is a little messy, but can be achieved.
I invite you to familiarise yourself with the Design Tips section of the Scenario League site for more information on setting up scenarios if you've yet to check that site out. These are rather quick and expedient answers/ideas, but still may be a bit confusing if you're unfamiliar with scenario design. Please don't hesitate to seek further clarification if you're not sure about something. Also, there are often several different legitamate approaches to dealing with some objectives - I've tried to offer some of the more straightforward options.
[This message has been edited by Cam (edited January 18, 2001).]
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Snog
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Wow, thanks, Cam, you put a lot of effort into that response. I saw all those questions, but I didnt have time to give the answers.
For more info, niteowl, consult the section in the civ II manual about editing scenarios. You can also search the forum archives to see if your questions have already been answered before.
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