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H Tower
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at CFC in the civ2 scenario creation forum there is an idiot's guide to scenario building, i think. and there should definitely be some resources on the scenario league webpage. http://sleague.apolyton.net/
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techumseh
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of the frozen North.
Apr 1999 time: 22:23
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quote: Originally posted by fairline
There's a lot of useful tips out there - one thing I couldn't find an answer to, though, is can a fighting unit have engineer ability? I'm aware that it will need to be placed in the engineer slot and given 'settler' ability, but what will hapen if you try to fortify - will it build a fortress or fortify itself? |
Yes, you can, and the unit will attack and defend normally. (This was pioneered by Harlan Thompson for the dwarves in his 'Lord of the Rings'.) You don't need to place it in the engineer slot, just give it the settler flag. If you give it the 'fortify' command, it will build a fortress.
quote: Also, can I give the AI settlers but restrict their ability to build new cities? |
No. That part is hard-coded, I'm afraid. And the AI will use a combat engineer as a settler, not as a combat unit, so you may want to restrict their use to human controlled civs.
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Stefan Härtel
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Eddie's best friend
Jul 1999 time: 06:23
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A lot can be done by placing "house rules". As a matter of fact, that's the only possibility. The scenarios I know of that have combat units with settler abilities, apart from the ones mentioned, are Seeds Of Greatness by Paul Cullivan, Second Front by Capt. Nemo and my very own Sons Of Heracles. In all three scenarios, this was done to reflect different things; armed settlers in SoG, the unability of fortification for vehicles in SF, and the Spartan population shortage in SoH.
Please keep in mind, that outside of cities, settler-type units can't be fortified, and I don't know if this is so appropriate for Roman legionnaires (except if you want to build a new city for every single fort they built).
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fairline
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of the wing
Sep 2002 time: 05:23
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Thanks for the info guys.
quote: You don't need to place it in the engineer slot, just give it the settler flag |
Techumseh, I thought that only settlers in the engineer slot had the engineer's extra building speed and terrain transformatio abilites? is there another way of distinguishing between engineer and settler attributes?
Stefan, I think you're right - I need the legionaries to be able to self-fortify and build fortifications independently, so it's back to the drawing board on that idea. However, if it's possible to increase the 'build fortification' speed I guess I could have them build forts instead of fortify. Could end up with a lot of forts, though.
quote: You can restrict the AI ability to build cities by ..... hacking the map and setting the fertility flag of all tiles to 0. |
Leo, I guess this will also effect the human-controlled settlers ability to build cities? I want the human player (Romans) to be able to settle new cities, while restricting the AI (various British tribes) to just irrigation, etc. In the time-frame of my scenario (c.40AD - 120AD) a huge amount of Roman towns were established in Britain, while there were no new Celtic settlements.
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BeBro
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of the Krauts
Mar 2000 time: 06:23
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quote: Originally posted by fairline
- How do I place resources where I want on a map? Ive already chosen and edited a map from Mercator's site which is suitable for my scenario, but I want to place tin, coal, iron, lead and pottery resources in historically correct locations. |
I think you can´t place where you want, you just can edit the "resource seed" in the editor, which leads - I believe - to other randomly chossen locations for resources (I never tested it)
quote:
How do I get rid of the damn goody hut things without sending a unit round the map to open them? |
Open the cheat menu in Civ2, there is an option to delete the villages 
quote: What's the limit for FW events? |
"Officially" 32kb, but in reality it depends a lot of the structure of your events.txt - some commands use more space than others. Most scns I´ve have seen use events files of 15 - 20kb. If your file is too large, the scn does not start, but will create a cryptic error - if your file is around 20kb, delete some events and look if all works then.
A nice method too save events space is to "mix" commands (triggers) in one event, even if they are not related to eachother. For example if you want three events, let´s say 1) for creating a unit, 2) for changing money, 3) for a text display, write all these three triggers into on IF - ENDIF event, instead of three single events, this saves space.
Here´s an example:
@IF
TURN
turn=251
@THEN
TEXT
135 BC: Slave´s revolt in Sizily!
ENDTEXT
CREATEUNIT
unit=Slaves
owner=Barbarians
veteran=yes
homecity=none
locations
54,90
endlocations
GIVETECHNOLOGY
receiver=Phoenicians
technology=30
CHANGEMONEY
receiver=Romans
amount=-200
@ENDIF
This event has four triggers: TEXT, CREATEUNIT, GIVETECHNOLOGY, CHANGEMONEY, you don´t have to waste four IFTURN=251 events for every trigger. The only limit is that you cannot have triggers of the same type in one event (eg. you cannot give money, or create troops for several civs without using several events)
Edit: FMK was faster 
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El León
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Wisconsin
Sep 2002 time: 23:23
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quote: I once planned to use this effect for simulate winds and currents(?), but it was be pillaged by barbarians. Winds pillageed |
And I thought their irrational attacks on merchants were barbaric! Those poor winds and currents. 
Anyway, an effective combo of the tecumseh and exile ideas would be to make some terrain transformable into "roman road" (0 movement terrain) (i.e. plains and/or grasslands), but not forests and mountains.
This way, the romans cannot transform all of europe into one huge railroad, but it will help get them across open terrain quickly, while halting at hills, mountains, forests, swamps, etc. Also, the planning may be such that the corner connection problem can be avoided by placing the untransformable terrain at convenient places...
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fairline
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of the wing
Sep 2002 time: 05:23
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quote: Originally posted by techumseh
It is possible to use one of the multi-cell terrains (forest, hills, mountains) as a road terrain. You can set it's movement to 0, thereby making it similar to railways, or 1, and set higher movement costs for the other terrain, with a corresponding increase in the movement rate of units. |
I've tried a variation on this: I used the mountain slots for Roman roads, but gave them a movement value of 171 (see the tips section of Kull's site). As suggested by Henrik this gives a movement value of 1/3 (same as standard roads), so I reduced the standard roads movement multiplier to 2. The only problem is I need all the normal multi-cell slots for their original pupose....
I've decided instead to give Roman units a movement value of 172 (1 1/3) as Kull indicates in his tips section, and have only one road type.
quote: In order to minimize the use of the engineer unit (in the engineer slot), you can elect to start the scenario with only one engineer unit for the Romans. Set up an event so that if it is ever killed, another will be created at the coodinates for either Rome or Constantinople. Don't allow the engineer unit to be built in any other way. |
Exile, I intend to make legionaries/'combat engineers' unbuildable, but reinforced by events on the date when new legions arrived in Britain
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