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  • A new way of stop units from moving

    Hi all!

    I'm pretty sure that you've seen many units in some scens that don't move. They are usually called 'Home Guards' or things like that

    For these units to don't move you need to put a 0 movement value in the RULES.TXT, so you're "wasting" a unit slot.

    I've discovered that is posible to prevent ANY unit from moving via hex-editing: If you put the 2th rightmost bit of the 5th byte of a unit to 1, the unit don't move - ever!

    With that, you can create unit that are like any other else, but that don't move. For instance, you can put that bit on in the standards ships sited in Pearl Habor to "simulate" he Japanese attack - this way, you can assure the American fleet doesn't get out before the Japanase attack!

    There are a lot of uses for a 0-movement unit. With this feature I've discovered you can prevent any unit, even if it has a movement of more than 0, to move. The only problem with that solution is that you have to hex-edit (or use a utility that someone will program with that info - hint, hint!) and you can use this only with units that start the scenario already created!

    BTW, I've checked it extensively with human units but no so extensively with AI units. A little more of research is needed (but I don't know if I'm going to have enough time!).

    EDIT: Where it said "left", now says "right"
    Last edited by yaroslav; July 23, 2003, 16:33.
    Trying to rehabilitateh and contribuing again to the civ-community

  • #2
    Does the AI disband it?

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    • #3
      Very interesting. But as I don't know anything about hex-editing, I won't be able to use it anyway.
      "I realise I hold the key to freedom,
      I cannot let my life be ruled by threads" The Web Frogs
      Middle East!

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      • #4
        I'd only use it with the AI if I were you. I can't imagine anything ****ing me off more than going to move a unit to rescue a city in trouble or whack a spy only to discover that, for some perverse reason unknown to me, it won't move like other units it's identical to. Either that, or put the "immobile mobiles" in VERY distinct sites so the human player can keep track of them at all times. It's probably useful for something though. Will it still board ships if you tell it to from the city screen?
        1011 1100
        Pyrebound--a free online serial fantasy novel

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        • #5
          What happens if the unit gets upgraded by Leo?
          El Aurens v2 Beta!

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          • #6
            And what happens if a unit change ownership via bribery?

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            • #7
              And does it remain immobile if you try to activate a unit (either by clicking on it, or selecting it from a stack)?

              ... Seeing as the "automate bit" also resets when you click on a unit.
              Civilization II: maps, guides, links, scenarios, patches and utilities (+ Civ2Tech and CivEngineer)

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              • #8
                Let's see:

                I have not checked the Leonardo and bribery questions. I'm going to do it soon , but I'm pretty sure that the inmobile units are shipable but can't be activated with clicking on it (double-cheked)

                I'll mantain you informed
                Trying to rehabilitateh and contribuing again to the civ-community

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                • #9
                  Checked: The untis remains inmobile even after bribery or Leonardo updating
                  Trying to rehabilitateh and contribuing again to the civ-community

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