Theres some problems with it. I know IW isnt around and id fix the problems myself if i knew how to fix them both.
1. You can find cities in ruins, and keep them. (easily fixed)
2. I keep getting my second military unit disbanded for no reason, im not over unit support at all. I have one city (my capital) and it disbands my second warrior the turn after i build it... or am i missing something? Im guessing it has something to do with the disband starting 2nd settler code?
1. You can find cities in ruins, and keep them. (easily fixed)
2. I keep getting my second military unit disbanded for no reason, im not over unit support at all. I have one city (my capital) and it disbands my second warrior the turn after i build it... or am i missing something? Im guessing it has something to do with the disband starting 2nd settler code?
Code:
//////////////////////////////////////////////////// // OCC code // // By the Immortal Wombat a.k.a. Ben Weaver. // //////////////////////////////////////////////////// //-------------------------------- // No settling units for player 1 //---------------------------------- int_f mod_CanCityBuildUnit(city_t theCity, int_t theUnit) { int_t tmpUnit; tmpUnit = theUnit; if(tmpUnit == UnitDB(UNIT_SETTLER) || tmpUnit == UnitDB(UNIT_URBAN_PLANNER) || tmpUnit == UnitDB(UNIT_SEA_ENGINEER)){ if(IsHumanPlayer(theCity.owner)){ return 0; } else { return 1; } } else { return 1; } } //---------------- // Make it impossible to win by alliances // and do start scenario stuff //------------------ HandleEvent(BeginTurn) 'StartScen' pre { if(IsPlayerAlive(1)) { ChangeGlobalRegard(1, -1000, ID_HATE, 200); } message(1, 'startscenariomessage'); DisableTrigger('StartScen'); } messagebox 'startscenariomessage' { Show(); Title(ID_BEGIN_TITLE); Text(ID_BEGIN); } //-------------- // Can't Capture Cities //---------------- HandleEvent(CaptureCity) 'destroy' post { if(player[0] == 1){ Event: KillCity(city[0], 0, 0); } } //--------------------------- // Can't incite revolutions //----------------------------- HandleEvent(InciteRevolutionUnit) 'Spies' pre { if(unit[0].owner == 1){ return STOP; } } //---------------------------- // Cant Take Gift Cities //------------------------------ HandleEvent(GiveCity) 'Nononocheating' pre { if(player[0] == 1){ return STOP; } } //------------------------------------- // Destroy second settler on startup //--------------------------------------- HandleEvent(BeginTurn) 'destroy_settler' pre { unit_t tmpUnit; if(IsHumanPlayer(player[0]) && player[0].units == 2){ GetUnitByIndex(player[0], 1, tmpUnit); KillUnit(tmpUnit); } }
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