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"
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"
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