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techumseh
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of the frozen North.
Apr 1999 time: 22:18
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Here's something to consider. You can set a minimum government level for the AI to perform irrigation. Suppose you make the Martians a Fundamentalist civ. For a selected type of terrain, say desert, set the level for irrigation/mining at 4. Change 'yes' to the type of terrain you've selected to represent Red Weed (I'm sure I tried some of that back in the sixties ), say Tundra. Now only Martian units will be able to irrigate desert squares, and when they do, the terrain will be transformed to Red Weed.
; ai = Minimum govt level necessary for
; computer player to want to perform irrigate/mine
; 0 Never
; 1 Despotism
; 2 Monarchy
; 3 Communism
; 4 Fundamentalism
; 5 Republic
; 6 Democracy
;
@TERRAIN
Desert, 1,2, 0,1,0, Tun, 1, 5, 4, yes, 1, 5, 3, Pln, no, ; Drt
Obviously, the human civs will need to be restricted to gov't levels of communism or lower. You can't prevent human civs from taking advantage of the food provided by RW. But you can give it a low food value and then make the supermarket improvement available to the Martians only. They will then be able to expand as more and more terrain gets converted, while human civs decline. You'd have to tinker to find the right factors.
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techumseh
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of the frozen North.
Apr 1999 time: 22:18
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quote: Originally posted by ravagon
The second part involves whether or not it is possible to use batch files or similar to alter my rules.txt file at certain times in a non-linear fashion. For example: If the British research "heat resistant armour" to counter the martian heat rays, could a batch file be used to open rules.txt, search for the particular unit string, "armoured track layer" a/d/m = x/y/z and save it again as a/d/m ---> x/y+1/z?
This could then be followed at a later time by researching "enhanced powder" ---> x+1/y+1/z
or "ablative armour" ---> x/y+2/z. ie consecutive advances "build up" your forces abilities as you wish?
And similarly of course for the Martians when they aquired certain breakthroughs.
Input greatly appreciated |
I'm not sure I follow this exactly. Do you mean changing the characteristics of EXISTING units as new techs become available, rather than making them obsolete? There's no reason why you couldn't do as you suggest using Batch files, it's just that you'd have to save, run the BAT file and reload manually each time.
Of course, you can do this for one (only) civ easily enough, by using Leonard's Workshop to automatically upgrade units.
Another idea is to see if you can speed up the disbanding of obsolete units by the AI by using the TakeTechnology event, eg:
@IF
Received Technology
receiver=English
technology=32(ablative armour)
@THEN
TakeTechnology
whom=English
technology=31(heat resistant armour)
@ENDIF
I really don't know if taking the pre-req tech accelerates the disbanding of units beyond just making them obsolete, but it might be worth experimenting with.
I hope this helps.
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