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A Divided Nation - Creation Thread
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Originally posted by torbk View PostYou can replace its graphics with nothing at all if nothing else works?
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During my tests with the events I also noticed a little problem. At a random point Barbarians are created via events at New York. Instead of attacking the city they fortifies. I´m using the Partisan slot for the units and have used the CivStack programm to create fortresses on every square. What do I have to do the the Barbarians attacking my cities?
Here are the stats of the unit:
Armed Citizens, nil, 0, 2.,0, 5a,2d, 1h,2f, 4,0, 0, X3, 000000001000011
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Have you tried using a MOVEUNIT event to move all Barbarian units in the area toward NYC?The Ghost of the Disco is ... your mastermind, your mastermind!
2013: A Union Divided|John III Sobieski|Red Storm
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Change their movement to something other than 2. Barbarian cavalry (which is how the AI reads your unit) are programmed to stop in fortress squares.
Also, if you have no air units in the scenario, use airbases on each square, rather than fortresses. AI ground unit movement is affected in a number of ways by fortresses, but not by airbases.
There's a dummy sprite that eliminates the oil 'bug'. It's available on Catfish's site, along with his very valuable guide to sprites, here: http://users.tpg.com.au/jpwbeest/jp_sprites.htmLast edited by techumseh; July 31, 2009, 19:12.
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I´ve changed the units, my Armed Citizens are now in the Musketeer slot and it works now. Also I´ve changed the movement rates.
I can´t use the airbases, because the Union has one air unit.
Thanks for the dummy, the oil-bug is removed
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It looks magnificent!Ankh-Morpork, we have an orangutan...
Discworld Scenario: http://apolyton.net/forums/showthrea...8&pagenumber=1
POMARJ Scenario:http://www.apolyton.com/forums/showt...8&pagenumber=1
LOST LEGIONS Scenario:http://www.apolyton.com/forums/showt...hreadid=169464
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Cool, can't wait to see this
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