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CkDead is offline CkDead
Settler

Oct 2001
time: 00:21
Angry  Old Post 08-08-2002 03:37 Visit CkDead's homepage!
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#1 Report this post to a moderator
Civilization-Restriced Units Put an end to popups!

I've notices in a number of scenarios that a civ has a unique unit-similar to the ones in Civ3-that only specific civs can build (This is not Fanatics). For example, in the WW1 scenario included in MGE, the Turks are the only ones who can build T infantry, the Germans, the only ones who can build G infanrty, etc. So how can I make my own units in my scenario unique to a civ?

Ugh, Confusing Post

St Leo is offline St Leo
King of Scenario League
Member of the Apolyton Social Democratic Party
Jul 2005
time: 00:21
  Old Post 08-08-2002 12:19 Visit St Leo<br><img src=/forums/images/staff-icon.gif>'s homepage!
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Support Apolyton, buy GURPS/ Alpha Centauri

http://sleague.apolyton.net/Guides/0civilisation2.php
http://sleague.apolyton.net/Guides/..._tree_one.shtml

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Eyn is offline Eyn
Warlord
Lyon, FRANCE
Jan 2000
time: 05:21
  Old Post 08-08-2002 16:06 Visit Eyn's homepage!
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Support Apolyton

units may have obsolete techs
ex:
Edit rules.txt
Make a "German Tech" with prerequesite tech "nil, nil"
Edit scenario/cheats
give it to all the civ EXCEPT the german civ
Edit rules.txt and change it prerequesite techs to "nil, no" (so this techs can't be trade or research)

Then make a "Panzer" unit which is obsolete when civ have "German Tech" so only the German civ will be able to build the Panzer, for all other civ the Panzer 'll be obsolete.

St Leo is offline St Leo
King of Scenario League
Member of the Apolyton Social Democratic Party
Jul 2005
time: 00:21
  Old Post 09-08-2002 04:58 Visit St Leo<br><img src=/forums/images/staff-icon.gif>'s homepage!
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#4 Report this post to a moderator
Increase the size of your Attachments

If you are sticking with the All-Units-Available-At-Start approach, then the opposite of the standard approach is best used.

Instead of creating an "Anti-German" tech that disallows German units for non-German sides, you should create a "German" tech that allows German units for the German side and use it as a prerequisite for German units. This doesn't allow for tech-trees, but the AI will be more intelligent in its unit construction choices.

In the usual approach, the AI considers all the units that it can build when deciding construction choices and superior obsolete units tend to discourage its construction of available ones.

Thoddy is offline Thoddy
Warlord
Hannover, Germany
Jan 2001
time: 06:21
  Old Post 09-08-2002 12:17 Visit Thoddy's homepage!
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Support Apolyton, buy Civilization III: Complete

Another solution
Test of Time allows uniqe units for every civ.

CkDead is offline CkDead
Settler

Oct 2001
time: 00:21
  Old Post 09-08-2002 17:39 Visit CkDead's homepage!
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Remove this text

Thank you so much!

I appreciate the help.

Gothmog is offline Gothmog
Prince
Minas Morgul
Jan 1970
time: 00:21
  Old Post 11-08-2002 18:07
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Support Apolyton, buy Call to Power 2

quote:
Originally posted by Eyn
units may have obsolete techs
ex:
Edit rules.txt
Make a "German Tech" with prerequesite tech "nil, nil"
Edit scenario/cheats
give it to all the civ EXCEPT the german civ
Edit rules.txt and change it prerequesite techs to "nil, no" (so this techs can't be trade or research)

Actually nil,no techs can be traded. They cannot be researched. You have to make it a no,no tech for it to be untradeable.

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