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Fix for Govener not removing Obselte units from Build Menu

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Balgewolf

ulæst,
2. dec. 2001, 21.19.0902.12.2001
til
Found the best way to get rid of this, make them all upgradeable
For some reason if a Unit can't be upgraded the AI leaves it in the Build
Menu, if you make them upgradeable in CivEdit they disappear as soon as a
newer version is available


Examples
I've made Swordsmen upgradeable to Musketmen
Cavalry to Tanks
Frigates to Ironclads ( Most early Ironclads were actually built this was
anyway) and Ironclads to Destroyers ( In reality this should have been
Battleships but I felt tat was too big a jump)

Also Longbowmen to Musketmen

And went thru the Civ Specific Units to make them all upgrade appropriately


--
John Simpson
http://users.bigpond.net.au/spectre/
Nighthawk on #babylon5 , Oz.Org IRC

GM "Ok you missed finding the Trap, So what are the rest of you doing?"
The Rest of the Party " We're no where near the Thief" In Unison
--


Code Monkey

ulæst,
2. dec. 2001, 21.32.5502.12.2001
til
In article <xiBO7.405416$bY5.1...@news-server.bigpond.net.au>,
resa...@yahoo.com.au says...

> Found the best way to get rid of this, make them all upgradeable
> For some reason if a Unit can't be upgraded the AI leaves it in the Build
> Menu, if you make them upgradeable in CivEdit they disappear as soon as a
> newer version is available

Does the game automatically calculate the upgrade cost for this? If so,
not a bad idea at all in general, although some of your upgrades seem a
little whack to me but that's why the editor's there.

I would definitely like to see swordsmen go somewhere other than cannon
fodder in the game.

the_narrow_way

ulæst,
3. dec. 2001, 10.30.5803.12.2001
til
I run them to border towns and disband them for shields.

Code Monkey <codem...@nowhere.com> wrote in message
news:526656da0919905b...@meganetnews.com...

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