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Impassable Terrain (incl. Air units)?

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  • Impassable Terrain (incl. Air units)?

    I'm aware that you can make impassable terrain in scenarios where there are no player-controlled air units by placing an invisible air unit over the square in question - but is there any way of placing such a square when the player does have air units?

    At the moment, I'm trying to make stars, which occupy resource squares and which cannot be occupied by player's units, HOWEVER the player's city squares can still make use of the star square for resources. I've done this by giving the star unit a diplomat function (which means that the city resources is not repelled by it) and giving it a high defence and hit point rating (meaning that anybody flying into it is almost certainly killed).

    How would I go about making this terrain truly impassable? How would I stop an airborne terrain-blocking unit from crashing after every few turns?
    "lol internet" ~ AAHZ

  • #2
    Try posting this question down on the Spanish Civ2 site forum or on the SLeague forum, you might receive a quicker answer. Henrik knows how to do it--he created just such units for me in one of my own scenarios. Works great.

    Salutations,
    Exile
    Lost in America.
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    "or a very good liar." --Stefu
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    • #3
      I'm afraid that I don't
      Not whitout using the air unit flag. I didn't know about the diplomacy thing myself though.
      Couldn't you make them air units whit a high defence?
      That would mean that no land or sea units could attack it and all air units that attacks would certainly be killed.
      That's the best I can come up whit
      No Fighting here, this is the war room!

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      • #4
        i'm not sure it's work but...
        how many civs do you use in your scenario ?
        if u use a max of 6 civs, use 7th civ units on these terrain
        and 7th civ: allied with all civs and the "if negotiation" event option between this civ and others. So even aircraft couldn't attack these units.

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        • #5
          What's actually the problem? What doesn't work about your airborne-diplomatic-high-defense-zero-movement-units?
          If those defense units have a movement rate of 0, a number of turns in air larger than 1, and are barbarian property, you're problems should be solved.
          Civilization II: maps, guides, links, scenarios, patches and utilities (+ Civ2Tech and CivEngineer)

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          • #6
            I like the "7th allied civ" idea. I was aware that some scenarios (such as the Verne scenario on FW CD) do put down a 7th tribe purely for use as an "exotic unit owner" tribe. Allying them to all 6 other nations is a good idea.

            At the moment, the problem is that Stars litter the galaxy and craft can fly into them and die. It's not too much of a problem if you're a smart human, but the dumb computer AI always attacks them.

            "lol internet" ~ AAHZ

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            • #7
              quote:

              At the moment, the problem is that Stars litter the galaxy and craft can fly into them and die. It's not too much of a problem if you're a smart human, but the dumb computer AI always attacks them.



              I think that problem can be solved. If you make the defense value sufficiently high (say, 80), even the AI won't attack them. I'm quite sure Harlan Thompson has done this effectively in several of his scenarios.
              Civilization II: maps, guides, links, scenarios, patches and utilities (+ Civ2Tech and CivEngineer)

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              • #8
                I believe the AI won't usually attack units w/ 9 hp and 9 fp. the good part about this, if it works, is that you can still use all 7 civs.

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