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Harlan's WWII units, scenarios, modifying civs/govs...

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  • Harlan's WWII units, scenarios, modifying civs/govs...

    Hey!
    For starters, killer units there, Harlan. I've been trying to fit them into a scenario or two (still deciding on either just a Europe Map or a MASSIVE world map), doing several modifications (new terrain, units, goods, etc.), as well as creating new govs, a few for the 'World War' periods. But the prob is that I'm unsure how to set up civs (for single-player) to go after only specific governments, which would then enable whatever units for that civ to use. I made a Wonder which enabled new units, so I thought of doing it that way...but same prob: how do I get some (say, Allied) AI civs to research that wonder (or advance) and prevent all other AI civs (except other Allied of course) from doing so as well?
    So, basically I'm asking (either Harlan or anyone else) it is possible to modify civs to either make them research certain things and/or stop them from researching certain things? And if so, how?
    Thanks for your time...
    N.
    Existence is Futile.

  • #2
    I think there is a solution ; you can define what techs an AI personality will research in the corresponding Aip file (there are 5 different AIP if I remember correctly : warfew, warmany, scifew, scimany and cleric, but I think you can create more).
    Furthermore, you can define totally different AI for Allied, Neutral and Axis civ in modifiying the AI files (but don't ask me how, cause I just don't know, maybe Dutcheese could help you).

    The main problem is that I don't know if you can make a civ not to make peace with another one, or trading techs.

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    • #3
      Hello, Littlewing:
      Thank you for your comments--I just knew that it had something to do with those AIP files! Yeah, and I almost forgot about the AI civs trading techs & conspiring and so on, which is why I figured that if one could make certain civs research certain wonders (which would enable appropriate units), then I supposed that other civs could never obtain those units. Has anyone defined or added onto those AIPs? Five or six personality types just doesn't cut it--island civ leaders, for example, would need to think 'Navy' first (or how could have a power like England evolved?), and a landlocked civ or a civ with one or more coasts would need to "think" differently, and so on, according to circumstances and environment. Anyway, thanks again--something new to think about.

      (Daniel: going to your post now.)
      Existence is Futile.

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      • #4
        LittleWing is on the right track.

        What you want to do is not that difficult, as stated there are 5 AI personnality (you could probably create more), depending on wich personnality is the AI player it will load a set of AIP files.

        For example you declare the German as a milmany personnality type, then in the milmany.aip files there is the main list of thech that type of player will research, just remove altogether the tech you don't want the german to research.

        There is a little more but basically that's it for the main part.

        Do you do graphics ? See my post on AOK modpack. Want to consider an exchange of service ?

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