| quote: Originally posted by Mercator on 04-12-2001 06:22 AM There are three brilliant scenario making guides over here: http://gene.wins.uva.nl/~jvermeir/civ2/guides.htm |
Tasty stuff, man. Just what I needed.
Thank you!

| quote: Originally posted by Mercator on 04-12-2001 06:22 AM There are three brilliant scenario making guides over here: http://gene.wins.uva.nl/~jvermeir/civ2/guides.htm |



| quote: I am confused as to how to have units that cannot be built, but are viewable in the Civlopedia |

| quote: Originally posted by BeBro on 04-14-2001 07:31 AM Note: I´m not sure, but I think Tech1 MUST have nil/no (NOT no/nil). If I recall correctly you have to enable Tech1 (nil/nil) to give it via cheat menu, then change it back to nil/no after you´ve given it to Germany. |
| quote: Okay, now what about these special tech effects? |
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| quote: Originally posted by BeBro on 04-14-2001 05:06 PM BTW, are all civs locked in Fundamentalism? If so it´s easier, you don´t have to worry about happiness techs (e.g. some improvements, as temples only work with their tech). If you need more info about these special effects, there is a very good design tip here on the ScenarioLeague site about it. |
Let me elaborate on your explanation as I understand them, and tell me if I am following what you mean correctly. My additions will be in italics.| quote: ...and understood that you don't want that ANY unit will be built. Then there is no need to make any tech trees at all. |

So now I have to go back and totally rearrange the units, but first I have to figure which ones are gonna use the same sounds etc.
I am aware of the requirements (8bit, mono whatever) for the sounds. This is just a big pain in the arse, because nowe I have to stop building, and sit down to conceptualize again. The sounds were so far from my mind that it is really not something I was prepared to deal with just yet... Oh well, take it as it comes. Okay, back into the fray...

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