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hardjoy
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Odense, Denmark
May 2001 time: 06:27
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The unit can't have preq's of no, since it is the availability of the unit that triggers the message, apparently (the paratropper slot). In this case I have the english research Catholic Plots, which enables the Mary of Scots unit (para slot), while they and all other civs have a tech that obsoletes that same unit.
As Henrik said, the message won't appear if the tech is given by events. Not sure if the message appears, if one trades to the tech... gonna look into that - if Catholic Plots can be a no,no tech while researched and still trigger the message, I have no problem, since I can make it exclusive to the english then. And I'm not sure if the unit will appear in the pedia then. Anyway, the last is a minor problem, even though it does spoil the surprise dramatic element a little bit.
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Silpy
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The USA's European Colony
Sep 2002 time: 05:27
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I know this is a tad off topic, but this is the nearest one.
Firstly, the Settler/Engineer go with the unit, not the slot. This applies for any unit that you define the 'role' with a number 0-6 (or is it 0-7?)
But the Paritsan slot will allways be produced like Partisans.
Well, on a sen. I am making, I have created a Tactical Nuke. It flies like a Nuke, makes the Nuke explosion and is shot down by the SDI defence, and the AI know they are nukes. But, your opponents do not reconise it as one! A bit of a problem. Ive looked in Rules.txt to sort it out, but there seems to be no tag telling the AI it is a true nuke unless it is in the Nuke space, which is in use.
(By the bigger nuke) Any suggestions?
PS. If you put 'no' you can still use events.txt to create them, or simply start out with it. But I did not gather the role for said unit. The AI do not understand how to use said unit.
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Silpy
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The USA's European Colony
Sep 2002 time: 05:27
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Ah.
But any ideas about my nuke?
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Panda
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Europe
Jan 1970 time: 05:27
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Well, if the unit is in the original nuclear missile slot, then you have the "our words are backed by NUCLEAR WEAPONS" in the diplomacy screen, but that's the only thing I can think of atm.
Sorry, I'm not too sure what you mean by "true" nuke. Either a unit has an attack value of 99 and explodes like a nuclear unit, or it isn't one.
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Silpy
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The USA's European Colony
Sep 2002 time: 05:27
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OK.
When I mean 'true nuke' I mean a nuke that is reconised by the AI when using and on diplomacy screen. It currently occupies a extra slot. I wanted this 'mini-nuke' (abit like IRBM's) to be in Rocketry, and the Normal Nuke to be later (Computers, perhaps?) My problem is that even if I switch their places, you will get the AI lobbing the nukes around like Cruse missiles. Have I found a limit to what Civ II Unit creation can do?
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