When I design Test of Time scenarios, the program seems to ignore the flags below trade goods that control exclusivity of techs and allow every faction access to every tech by research, trade, theft or capture that would be possible without the flags limiting this. How do I fix this so it works like in the scifi or midgard games?
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Unique techs in scenarios
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yeah that's a bug
u need to use a rules with this option allready edited when u start and "save as scenario" your first *.scn file !
for this replace the rules.txt of the "original" folder by the rules.txt of your scenario (with all leaders2 options edited) then
when u'll start and save as your first *.scn file, all will be ok !
if u don't want to re-start from the beginning...
Write a special events.txt that uses the following structure for the event that restricts technology: from Kevin "DarthVeda" Chulski ToT "Leaders2" Guide
@IF
ScenarioLoaded
@THEN
EnableTechnology
Whom=IJA (Or whatever the civ's name is)
Technology=94 (Technology number)
Value= (0 if you want to allow it for research and owning, 1 for no research, and 2 for "event only" ownership)
@ENDIF
for all change needed (hope u only have 3-4 techs to change)
load your scenario
verify the changes
then save your scenario
repeat the operation until all change are done
If u have to change a lots of tech maybe u should start from the beginning your scenario.
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i've converted one of my FW scenarios to ToT (WW2)
then i recently decided to update it with lots of new units ToT allow, new graphiks and i've decided to make "Sacrifice" Tech only available for japanese civ ! ("Sacrifice" allows "kamikaze" unit). I use the events to modify my *.scn and it works !
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