Sure thing Jarec, what do you want it to do?
You can make it change terrain graphics, units graphics, rules files and events. There are probably other things you can get it to do too!
When I have created one I will send it to you with an explaination of how it works and how to make changes to it.
You can make it change terrain graphics, units graphics, rules files and events. There are probably other things you can get it to do too!
When I have created one I will send it to you with an explaination of how it works and how to make changes to it.
What I'm hoping is that it can allow a bigger (or multiple) events file(s), to make more Gaulish "resistance" units or some such created for rebellion, etc. I'm just afraid that the events would be needed NOT in a timeline fashion (Red Front, Stalingrad), but all throughout the game, ready to be triggered whenever.
Still thinking about that...
I've put any techs I'm not using on no no, first of all. Alll the civs have a few techs allowing building of improvements and civ-specific techs for unique units. Beyond that, the Romans have a small "decision" tech tree branching off their civ-specific tech. Here is where a problem comes in. Whenever I link the techs together using the scenario editor and save, I load the save and the techs have reverted to no, nil, or disconnected themselves automatically. When I change this by directly editing the rules.txt, the game crashes. Has anybody else had this problem? Oh, and one more thing. Future tech is securely branching off one of the basic techs, and works perfectly.
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