Ok, some of the high-end ships in my latest scenario have relatively high movement values; 13, 14, 16, 17. The road movement multiplier is set on its maximum--10.
Unfortuneately, when I do this, for some unknown reason, the ship movement of ships that move over 12 suddenly become negative numbers with the result that the ships in question, when built, cannot move at all.
1.) The road movement mulitplier MUST be high--roads are not "roads" in this scenario, they are railroads.
2.) The ships must be able to also move with high numbers, 13-17. Otherwise, given the size of the map, it'll take forever to get anywhere.
3.) I've already tried changing the numbers for ship movement in the rules.txt file. Doesn't seem to have any effect. The ships in question, when built, still have the negative movement number and can't move.
If I can't solve this, the whole scenario is a waste of time. Low movement numbers for either ground or naval units will make the scenario unplayable.
Suggestions?
Unfortuneately, when I do this, for some unknown reason, the ship movement of ships that move over 12 suddenly become negative numbers with the result that the ships in question, when built, cannot move at all.
1.) The road movement mulitplier MUST be high--roads are not "roads" in this scenario, they are railroads.
2.) The ships must be able to also move with high numbers, 13-17. Otherwise, given the size of the map, it'll take forever to get anywhere.
3.) I've already tried changing the numbers for ship movement in the rules.txt file. Doesn't seem to have any effect. The ships in question, when built, still have the negative movement number and can't move.
If I can't solve this, the whole scenario is a waste of time. Low movement numbers for either ground or naval units will make the scenario unplayable.
Suggestions?
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