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Civilization-Restriced Units

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  • Civilization-Restriced Units

    I've notices in a number of scenarios that a civ has a unique unit-similar to the ones in Civ3-that only specific civs can build (This is not Fanatics). For example, in the WW1 scenario included in MGE, the Turks are the only ones who can build T infantry, the Germans, the only ones who can build G infanrty, etc. So how can I make my own units in my scenario unique to a civ?

    Ugh, Confusing Post
    Civ rules.

  • #3
    units may have obsolete techs
    ex:
    Edit rules.txt
    Make a "German Tech" with prerequesite tech "nil, nil"
    Edit scenario/cheats
    give it to all the civ EXCEPT the german civ
    Edit rules.txt and change it prerequesite techs to "nil, no" (so this techs can't be trade or research)

    Then make a "Panzer" unit which is obsolete when civ have "German Tech" so only the German civ will be able to build the Panzer, for all other civ the Panzer 'll be obsolete.

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    • #4
      If you are sticking with the All-Units-Available-At-Start approach, then the opposite of the standard approach is best used.

      Instead of creating an "Anti-German" tech that disallows German units for non-German sides, you should create a "German" tech that allows German units for the German side and use it as a prerequisite for German units. This doesn't allow for tech-trees, but the AI will be more intelligent in its unit construction choices.

      In the usual approach, the AI considers all the units that it can build when deciding construction choices and superior obsolete units tend to discourage its construction of available ones.
      Blog | Civ2 Scenario League | leo.petr at gmail.com

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      • #5
        Another solution
        Test of Time allows uniqe units for every civ.

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        • #6
          Thank you so much!

          I appreciate the help.
          Civ rules.

          Comment


          • #7
            Originally posted by Eyn
            units may have obsolete techs
            ex:
            Edit rules.txt
            Make a "German Tech" with prerequesite tech "nil, nil"
            Edit scenario/cheats
            give it to all the civ EXCEPT the german civ
            Edit rules.txt and change it prerequesite techs to "nil, no" (so this techs can't be trade or research)
            Actually nil,no techs can be traded. They cannot be researched. You have to make it a no,no tech for it to be untradeable.
            "Cease fire! Please! Cease fire. What a dreadful waste of ammunition!" -- General Horatio Herbert Kitchener
            --

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