This is not a bug, but it will sound like one for awhile, bear with me:
I modified some of the heroes in the fantasy game, and gave some of them the ability to transport natively to other maps. Then I loaded my current saved fantasy game (around the year 1700), cheated, created some hero units, and the game insisted they did NOT have native transport ability.
After fiddling with rules.txt for awhile, I tried creating an entirely new game. In this game, the units DID have native transport. I could go back and forth between the two saved games, and native trasnport was always there for the new game only.
Then I remembered something. When Mick Uhl gave us the bugfix for Fell Wraiths, I changed rules.txt as suggested in this forum, and it did NOT fix my fell wraiths in that particular game; but subsequently it worked fine. Finally I realized the essence of this problem:
You can use events in events.txt to give native transport to units in the middle of a game, so the save file has to remember the current state of native transport, and this overrides what's in rules.txt. The implications are:
- When you are testing units for a 4-map scenario, you must remember that you can't just use a saved file to check out your unit changes, if you are fiddling with native transport. (I suspect you designers know about other aspects of rules.txt that also cannot be changed in midgame.)
- The tip about patching rules.txt for the fell wraith problem might have mentioned that the change would take effect on new games only.
--toby
------------------
toby robison
criticalpaths@mindspring.com
I modified some of the heroes in the fantasy game, and gave some of them the ability to transport natively to other maps. Then I loaded my current saved fantasy game (around the year 1700), cheated, created some hero units, and the game insisted they did NOT have native transport ability.
After fiddling with rules.txt for awhile, I tried creating an entirely new game. In this game, the units DID have native transport. I could go back and forth between the two saved games, and native trasnport was always there for the new game only.
Then I remembered something. When Mick Uhl gave us the bugfix for Fell Wraiths, I changed rules.txt as suggested in this forum, and it did NOT fix my fell wraiths in that particular game; but subsequently it worked fine. Finally I realized the essence of this problem:
You can use events in events.txt to give native transport to units in the middle of a game, so the save file has to remember the current state of native transport, and this overrides what's in rules.txt. The implications are:
- When you are testing units for a 4-map scenario, you must remember that you can't just use a saved file to check out your unit changes, if you are fiddling with native transport. (I suspect you designers know about other aspects of rules.txt that also cannot be changed in midgame.)
- The tip about patching rules.txt for the fell wraith problem might have mentioned that the change would take effect on new games only.
--toby
------------------
toby robison
criticalpaths@mindspring.com
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