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Mercator
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Sorekara no Nanimo
Jan 1970 time: 06:16
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quote: Originally posted by Cyrion
1) is there a place where I can change the number of people related to city size?? |
I believe the 0,000 "suffix" is in the labels.txt, so the best you could do is reduce the population by a factor of ten (or power of ten) by removing a zero from the suffix... That probably screws up the commas though, so you'd likely end up with, say, 3,00,000 or something.
But actually, if I'm not mistaken, in scenarios (definitely when using objectives) you can't see the city population sizes, just your total population.
About that suffix in the labels.txt, I'm not sure if that's for the total population, the city population or both (not to mention the demographics).
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AGRICOLA
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Canadian bush & Florida
Feb 2003 time: 00:16
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A minor addition. Ground units that have the paratroop flag will drop on any unoccupied city, no matter whether the defenders were withdrawn or destroyed.
If an unoccupied city is just out of range for a paradrop, I don't know if the AI will drop a unit next to the city and then have it enter.
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Cyrion
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Caught somewhere in time
Jan 2002 time: 06:16
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OK, I did some experimentation on my Pirates creation events, and as the results might prove useful for others, here is all I tried, and what (somehow...) worked 
1) I retried the "land unit creation" on top of a sea unit in the ocean; as I thought, it doesn't work: the sea unit appears, but the land ones don't afterwards... No surprise there then! 
3) (no, I didn't forget 2, it'll come after ): Nearly the same is true as for 1: in short, an event can't create a sea unit on a land square (except if a city, of course).
quote: Originally posted by AGRICOLA
If no one comes up with a better idea, you might try this. Create the pirates on the island and the ship next to the island. Then use events to give the pirates a GOTO command to the square occupied by the ship. If you're lucky, the cutthroats will board the ship.
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2) I tried exactly that, and I have been 1/2 lucky! 
I wrote this in the events:
@IF
TURN
turn=2
@THEN
TEXT
Pirates 1
ENDTEXT
CREATEUNIT
unit=Pirate Ship
owner=Humanoids
veteran=yes
homecity=none
locations
41,9
endlocations
@ENDIF
@IF
TURN
turn=2
@THEN
CREATEUNIT
unit=Pirates
owner=Humanoids
veteran=yes
homecity=none
locations
40,8
endlocations
MOVEUNIT
unit=AnyUnit
owner=Humanoids
maprect
40,8,40,8,40,8,40,8
moveto
41,9
numbertomove=ALL
@ENDIF
@IF
TURN
turn=2
@THEN
CREATEUNIT
unit=Pirates
owner=Humanoids
veteran=yes
homecity=none
locations
40,8
endlocations
MOVEUNIT
unit=AnyUnit
owner=Humanoids
maprect
40,8,40,8,40,8,40,8
moveto
41,9
numbertomove=ALL
@ENDIF
Where 41,9 is an ocean square and 40,8 an island.
And here is what appear: the 3 units appears as expected, and 1 of the pirates board the ship (and yes, I checked, the hold of the ship is 2! ); the ship then sails away...
Weird, isn't it? I would rather have the 2 pirates aboard, but I might do with only one, so the 1/2 lucky!
I'll try to experiment with the hold (change it to 8, for instance, to see if more pirates board, which I doubt...)
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AGRICOLA
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Canadian bush & Florida
Feb 2003 time: 00:16
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Well, as you said, 1 is better than 0.
Here's another shot in the dark. Perhaps you could try to first create all the pirates and only then have the MOVEUNIT event.
This would also reduce the space needed for this in the events file.
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