Dammit forgot again
WOW, I didn't think you'd gone to that much trouble! Even endgame strings! 
Maybe just erase 'em after they change civ and put the Romans back? In case you haven't noticed, I like to go for the easy edits first. 

. It probably wasn't supposed to do what it did anyway...now it just won't let you go there. The terrain's being impassable was the critical part so I'm cool with it
.Example:
location_t location_of_death;
// ...
// set location_of_death to some square first
// ...
// This handler will kill every unit that enters a preset location of death
HandleEvent(MoveUnits) 'MyMoveHandler' post {
if(army[0].location == location_of_death) {
int_t u;
for(u = 0; u < army[0].size; u++) {
unit_t unit;
GetUnitFromArmy(army[0], u, unit);
Event:KillUnit(unit, 0, -1);
}
}
}
Example:
location_t location_of_death;
// ...
// set location_of_death to some square first
// ...
// This handler will kill every unit that enters a preset location of death
HandleEvent(MoveUnits) 'MyMoveHandler' post {
if(army[0].location == location_of_death) {
int_t u;
for(u = 0; u < army[0].size; u++) {
unit_t unit;
GetUnitFromArmy(army[0], u, unit);
Event:KillUnit(unit, 0, -1);
}
}
}
MakeLocation(location_of_death, x, y)
I'm probably overthinking this...I may just say to hell with it and leave it alone.
Just keep trying, it'll be back up ASAP.
in personalities.txt it has a note saying never choose PERSONALITY_KAHN as a civ personality, as it is the barbarians one and affects the startegies they use. Now ususally I can see the point, but in this case, a barbarian AI with high aggresiveness is exactly what you want.

Comment