Working on a scenario now, ran into a mystery. Tried almost everything. Maybe someone can see something I'm not seeing. Here's the problem;
Created units for a Persian civ. Persian AI civ won't build them. The Persian civ is not designed for human play. The three units DO appear on the build list IF a human is controlling the Persian civ, but the 3 units do NOT appear in the build list if being run by an AI.
SLOTS; the 3 units are in the Fanatic slot, and the Dragoon & Cavalry slots.
When I changed the role of the last two units, from Attack (0), to air superiority (3) and (2) naval superiority, these units appear on the AI's build list. But not the unit in the Fanatic slot. The only role that I tried that made it appear on the AI's build list was (1) defense, and that won't work; the units are supposed to be attackers and harassers. With a defense role, they move once on the first turn, and then fortify wherever they end up, never moving again. It's almost as though the roles function is screwing up on the first turn. Can a rules file be rendered flawed? If so, is this how it acts? Anyone seen this before? I would hate to have to substitute a new rules file and re-do everything, but would, if that would fix this.
Yes, it's in the fanatic slot, so here's what I also tried; Gave it the fanatic ability; free support for fundy, AND Persian govt IS Fundy, so no problem there. Should have worked. Didn't appear on the AI build list.
Switched around tech roles for the unit too. Made it only available with Persian have-at-start techs that are "no,no" so only Persians would be able to build. Didn't appear. Made the unit available with a normal tech, but obsoleted with the "no persian" tech. Didn't appear.
There were also some Hun units that I had to change roles for, in order to get them to appear on the AI build list.
If all else fails, I can always event-generate these units. Not the best solution, and there's no guarantee that if the AI won't build them, it probably will disband them too.
Anyone shed a light on this?
One other thing; When scrutinizing the rules file, I noticed that I had changed the names of the two units in the dragoon & cavalry slot to very looooong names. Names that pushed the characters onto the next line in the rules file. Could this be a part of the problem? When the name of the unit is too long to be input into the editor, so you just change the name manually in the rules file, does too long a name cause the AI to suspend build orders for said units? Does the AI only recognize units names of a specified, limited number of characters? And if there are too many characters, it doesn't/won't recognize them/build them?
Created units for a Persian civ. Persian AI civ won't build them. The Persian civ is not designed for human play. The three units DO appear on the build list IF a human is controlling the Persian civ, but the 3 units do NOT appear in the build list if being run by an AI.
SLOTS; the 3 units are in the Fanatic slot, and the Dragoon & Cavalry slots.
When I changed the role of the last two units, from Attack (0), to air superiority (3) and (2) naval superiority, these units appear on the AI's build list. But not the unit in the Fanatic slot. The only role that I tried that made it appear on the AI's build list was (1) defense, and that won't work; the units are supposed to be attackers and harassers. With a defense role, they move once on the first turn, and then fortify wherever they end up, never moving again. It's almost as though the roles function is screwing up on the first turn. Can a rules file be rendered flawed? If so, is this how it acts? Anyone seen this before? I would hate to have to substitute a new rules file and re-do everything, but would, if that would fix this.
Yes, it's in the fanatic slot, so here's what I also tried; Gave it the fanatic ability; free support for fundy, AND Persian govt IS Fundy, so no problem there. Should have worked. Didn't appear on the AI build list.
Switched around tech roles for the unit too. Made it only available with Persian have-at-start techs that are "no,no" so only Persians would be able to build. Didn't appear. Made the unit available with a normal tech, but obsoleted with the "no persian" tech. Didn't appear.
There were also some Hun units that I had to change roles for, in order to get them to appear on the AI build list.
If all else fails, I can always event-generate these units. Not the best solution, and there's no guarantee that if the AI won't build them, it probably will disband them too.
Anyone shed a light on this?
One other thing; When scrutinizing the rules file, I noticed that I had changed the names of the two units in the dragoon & cavalry slot to very looooong names. Names that pushed the characters onto the next line in the rules file. Could this be a part of the problem? When the name of the unit is too long to be input into the editor, so you just change the name manually in the rules file, does too long a name cause the AI to suspend build orders for said units? Does the AI only recognize units names of a specified, limited number of characters? And if there are too many characters, it doesn't/won't recognize them/build them?
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