Like disabling the crossbowman after reaching a certain age like industrial age?
Author
Replies:
Northern Marvin Skirmisher
posted 07-31-07 12:36 PM
EDT (US)
1 / 11
I doubt it's possible by modding... But I'm not sure. It's possible when making a scenario. And in RMs.
ID: Northern_Lord (at agecommunity)
Argalius Skirmisher
posted 07-31-07 02:17 PM
EDT (US)
2 / 11
It might be possible, normally all units and techs are set to unobtainable. Then you can enable them through a tech so I wouldn't see any reason why it couldn't be disabled instead. I think I found a tech that does this:
<Tech name ='DisableOutpost' type ='Normal'> <DBID>1708</DBID> <Status>UNOBTAINABLE</Status> <Effects> <Effect type ='Data' amount ='0.00' subtype ='Enable' relativity ='Assign'> <Target type ='ProtoUnit'>Outpost</Target></Effect></Effects> </Tech>
The amount (0.00) is different from the usual 1.00 so I guess that should disable the Outpost.
|> Robert Faber (aka peugeot407) |> Humble Creator of: Knights and Barbarians, Danish Civ Mod, Several Tutorials and the Tutorial Database |> November 2007 Modding Contest: 2nd place (me: 360 pts, Captain_Soanso: 365 pts!) |> January 2008 Modding Contest: first place! When in doubt, flat out! (Colin McRae)
If you make it in scenario designing, it's possible.
For scenario design use...
[Make a Trigger] Make the Condition-(Tech Status Equals), Colonialize(or whatever other age you are using, such as Industrialize) Make the Effect-(Forbid and Disable Unit), Crossbowman(or whatever unit you would like to use, such as musketeer)
Former level designer at Reverie World Studios. I still do some levels for fun, though!
[This message has been edited by CaveTown (edited 08-01-2007 @ 11:34 PM).]
that particular code was used in the campaign (because they like to play about with what exactly the player can do in each scenario).
there's no reason at all why any code should exclusively work in a campaign, though.
[This message has been edited by ShadowEden (edited 08-02-2007 @ 07:38 AM).]
royfang Skirmisher
posted 08-02-07 12:06 PM
EDT (US)
9 / 11
Dude, I just gave you the code that can do it..
I know, but I'm still not sure whether will it work in the normal game or not.
I will try it. Thanks.
Update: Tried adding the tag under the tech 'Disableoutpost' to 'Industralize', doesn't work.
Maybe copy and paste the 'Disableoutpost' and editing it might work. But I don't know how to make it such that it disable the crossbowman when players reach Industrial age.
[This message has been edited by royfang (edited 08-02-2007 @ 01:45 PM).]
ShadowEden Skirmisher
posted 08-02-07 02:42 PM
EDT (US)
10 / 11
oh for goodness sake...
<Tech name ='DISABLECROSSBOW' type ='Normal'> <DBID>x</DBID> <Status>UNOBTAINABLE</Status> <Effects> <Effect type ='Data' amount ='0.00' subtype ='Enable' relativity ='Assign'> <Target type ='ProtoUnit'>Crossbowman</Target></Effect> </Effects> </Tech>
when you would like to run this tech and disable the crossbowmen use this
<Effect type ='TechStatus' status ='active'>DISABLECROSSBOW</Effect>
royfang Skirmisher
posted 08-02-07 10:58 PM
EDT (US)
11 / 11
oh for goodness sake...
Sorry man, I'm still a newbie at editing the techs' tags.