Originally posted by child of Thor
I would love civ-specific units(if only in form - not stats), but i've been told the work involved would be HUGE!, still i got a good 40-50 years left, so maybe i'll get around to it. Seeing short/dark welsh archers+spearmen taking on taller/fair english(saxon)swordsmen would IMHO be great fun!(or greek Phalanx's take on persian horse etc.). What's great about CTP2 is that this IS entirely possible to do.
I would love civ-specific units(if only in form - not stats), but i've been told the work involved would be HUGE!, still i got a good 40-50 years left, so maybe i'll get around to it. Seeing short/dark welsh archers+spearmen taking on taller/fair english(saxon)swordsmen would IMHO be great fun!(or greek Phalanx's take on persian horse etc.). What's great about CTP2 is that this IS entirely possible to do.
And who told you that it is difficult to implement? It isnt at all!
Here is a sample a code i am using for my Space Scenario to have specific units for each race.
Code:
/////////////////////////////////////////// /// 1) Especific Units for Each Race /// ////////////////////////////////////////// mod_CanCityBuildUnit(int_t theCity, int_t theUnit) { int_t tmpCity; int_t tmpUnit; tmpCity = theCity; tmpUnit = theUnit; if (tmpUnit == UnitDB(UNIT_HUMAN_FIGHTER)) { if (PlayerCivilization(tmpCity.owner) == CivilizationIndex(“HUMAN”)) { return 1; } else { return 0; } } elseif (tmpUnit == UnitDB(UNIT_KRI_THREEN_FIGHTER)) { if (PlayerCivilization(tmpCity.owner) == CivilizationIndex(“KRI_THREEN”)) { return 1; } else { return 0; } } elseif (tmpUnit == UnitDB(UNIT_BORG_FIGHTER)) { if (PlayerCivilization(tmpCity.owner) == CivilizationIndex(“BORG”)) { return 1; } else { return 0; } } else { return 1; // all other units can be built by anyone } }
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