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skorpion59
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Tulsa, Oklahoma, USA
May 1999 time: 23:13
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To all,
Where does this stand? I modified the code a little and even increased the timeslice. Doesn't seem to make a difference. It replaces half your units each round. (If you have 8 settlers, it replaces 4 the first round, 2 the second round and 1 each subsequent round after that.)
I don't see anything wrong with doing it this way. It just seems strange.
Don
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Locutus
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ACS CTP1/2 Manager & Civ4 Co-Manager
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Hengelo, The Netherlands
Nov 1999 time: 06:13
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Are you referring to my trigger that upgrades settlers to engineers? Because thats been solved now thanks to BlivetMaker. He discovered the error, here's the trigger as it should be (he, it looks ugly but it works. I'll send a better looking version over email later this (or next) week to anyone interested together with any other triggers I'll get to work in time):
code:
TypeLocation settlerlocation;
TypeUnit settlerunit;
trigger 'Locutus_ReplaceSettlers' when (HasAdvance(g.player, ID_ADVANCE_INDUSTRIAL_REVOLUTION) ) {
i = 0;
while (i < player.totalunits) {
SetUnitByIndex(1, g.player, i);
if (unit.type == UnitType("UNIT_SETTLER")) {
settlerunit = unit.1;
settlerlocation = unit.location;
KillUnit(settlerunit);
CreateUnit(g.player, UnitType("UNIT_MACHINE_GUNNER"), settlerlocation, 0);
} else { i = i + 1;}
}
}
BTW, it was in the "New Units"-thread
Locutus
[This message has been edited by Locutus (edited January 05, 2000).]
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Dreamer
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Singapore
Dec 1999 time: 05:13
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Locutus,
Hey this is great. With this trigger we can upgrade obsolete units, like the one we have in Civ2 after building the dunno what Workshop wonder it upgrades all your obslete units.
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