View Full Version : Upgrade line issue
Spacer One Jun 11, 2007, 10:40 PM Ok, here is my issue:
I have an upgrade path that includes all workers (in this case)
it looks something like this:
Worker -> Asian Worker -> middle Eastern Worker -> Egyptian Worker -> African Worker -> Native Worker -> Mediterrainean worker
So my 2 questions are:
why doesnt the initial Worker appear as the Civ specific Worker??(shouldnt the first worker auto upgrade to the Civ specific worker?)
and
Why do captured workers upgrade to the Civ specific Worker?? (I capture an Irish worker, and it upgrades to Asian worker)
Ares de Borg Jun 12, 2007, 01:48 AM The first worker that is given to you at the very beginning is preset by the scenario - look into the Editor, there you can see your starting units.
Captured workers upgrade because they are in the line (same slot as "Worker", just different gfx).
Spacer One Jun 12, 2007, 05:12 AM yes but a scout with the same type of upgrade path DOES start as the Civ specific unit...Im using Asia as an example...they start with Normal Settler, Normal Worker, Asian Scout (Expansionist)...why isnt it a normal scout???
Furthermore...How would I add a UU that is a worker??
And like I asked above...why dont the starting units either Auto-upgrade, or at least have the option to upgrade??
Stormrage Jun 12, 2007, 05:16 AM :wow: You sure? About the scout, I mean?
Spacer One Jun 12, 2007, 05:23 AM yes...I start (With Tibet for example...who is expansionist in my MOD) with a standard Firaxis Worker, a Standard Firaxis Settler, and an Asian scout...
Stormrage Jun 12, 2007, 06:00 AM Do you still have Firaxis scouts? Maybe you have overwritten them with the Asian one? :hmm:
Spacer One Jun 12, 2007, 06:40 AM nope, all the original Firaxis units are still there, and are the first unit of the upgrade path
Virote_Considon Jun 13, 2007, 08:55 AM That's odd- when starting a vanilla game as the Inca, you only start with a normal scout, not a Chasquis(SP?) scout...
Spacer One Jun 13, 2007, 10:35 AM just to be sure, I started a game with another civ. Middle Eastern Civs start with a Middle Eastern Scout as well (the expansionist one at least)...
I dont know why this is happening, but I can tell you that Im also having the resource glitch, so perhaps there is something odd going on that will fix itself after the resources are reorganized
Supa Jun 13, 2007, 11:23 AM That's odd- when starting a vanilla game as the Inca, you only start with a normal scout, not a Chasquis(SP?) scout...
Yes, but the Scout doesn't upgrade to Chasqui.
It's not Scout > Chasqui > Conquistador > Explorer
but
Scout > Conquistador
and
Chasqui > Conquistador.
That's why in SO's mod, he gets the flavour Scout while in Conquest.biq, you get a normal scout.
Virote_Considon Jun 14, 2007, 10:00 AM Oh. That makes sense...
Spacer One Jun 14, 2007, 12:08 PM I have a theory...
there ARE UU scouts in Vanilla Civ, but there are no UU workers/settlers...so perhaps the Settler/Worker at start is hardcoded differently than the Scout...the code allows starting scout to be changed according to upgrade line, but Workers/settlers were not designed to upgrade at all...
Virote_Considon Jun 14, 2007, 12:12 PM Sounds like the sort of thing that usually happens.
Spacer One Jun 14, 2007, 12:31 PM All together now:
"STUPID HARDCODE"
Stormrage Jun 14, 2007, 06:50 PM We need that code! :cringe: We should put a 1 option poll, to see just how many people would like to have the code. You just click it, and it counts you in.
Vuldacon Jun 15, 2007, 07:20 AM Spacer One... IF I follow what you are saying...Why not just replace the CIV III Worker Unit with what you want it to initially be?
Spacer One Jun 15, 2007, 07:40 AM Vuldacon: because I want various starting units...each culture gets a different worker...
BTW an interesting side effect of the upgrade line I used, is that captured workers can upgrade to the workers from the capturing civ...so if an African civ captures a Celtic worker, they get a captured worker...that captured worker may be upgraded to African worker...oops...
Vuldacon Jun 15, 2007, 09:09 AM Spacer One... Ah, I see... you want a different starting worker for each CIV. That is a different situation. Back to the "Drawing Board"... It is difficult to say the least, working with some of the Hard Coded factors, Not to mention finding what the hard coded factors are, but we just have to find what we can do to get around them for now. There is really no use in the "petitions" that some want to do to get the code as that will probably not happen for a long time.
...your line that has the side effect of being able to upgrade the captured workers to the Upgrade for a particular CIV could represent the worker becoming "an adopted member" of the Capturing CIV and may be a good thing. :)
Spacer One Jun 15, 2007, 03:36 PM true but they lose the half work rate, and it seems like an exploit...
I'll have to see if the AI uses the upgrades as well
Also, it still says what country it was originally...ie: it will say:
Asian Worker(Mali)
Civinator Jun 15, 2007, 09:23 PM Did you overwrite your normal starting setting in the scenario properties setting ? Than it´s no wonder, that you get other workers as you think you should get. On the other side: Here you can set the starting units for each civ as you want. :)
Spacer One Jun 15, 2007, 11:13 PM Did you overwrite your normal starting setting in the scenario properties setting ? Than it´s no wonder, that you get other workers as you think you should get. On the other side: Here you can set the starting units for each civ as you want. :)
[edit] post deleted to remove proof that I am a n00b at times :)
Civinator Jun 15, 2007, 11:50 PM :) Edited: Quote deleted (otherwise the editing of post 21 would be senseless).
Editor=> scenario=> custom player data (enabled/hook) => scenario properties =>players
http://forums.civfanatics.com/uploads/58536/Scenprop.JPG
Spacer One Jun 16, 2007, 04:03 AM Hmmm...I thought that was for scenario settings??...does that work for Random map with 31 civs???
If it does you are awsome, and Im sorry I doubted your advice, oh wiser one than I...
Civinator Jun 16, 2007, 04:14 AM Hi Spacer One,
your mod file is a scenario file in this sense. It only does´t have a map. :)
Stormrage Jun 16, 2007, 04:27 AM The Blue Lion rocks! :rockon: Seriously dude, you just strike out of nowhere with all this cool stuff (I actually knew it, but its great how you illuminate people :D)
Virote_Considon Jun 16, 2007, 04:52 AM All you have to do is make sure that each player has "Human Player" selected! (It only usually defaults to this with Player 1)
(but that should be obvious :))
Civinator Jun 16, 2007, 05:06 AM Thank you, but it is too early for such kind words. I did this long ago with a mod I created, and if I remember well, I had some problems with the civs to choose to play... And the worker is a special unit, as it has era-specific animations. If I wouldn´t have all hands to do to push forward this SOE-mod, I would test this at once. But so I have to do alot of other editor work now.
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