Maniac
Aug 15, 2008, 10:00 PM
There's this completely useless I created. Its only use is that it can immediately at the start of the game be upgraded to a variety of more useful units. Yet the AI refuses to upgrade the unit. It just sits in its capital for the entire game.
Does anyone know how to entice the AI to upgrade a unit??
<UnitInfo>
<Class>UNITCLASS_UNITY_SUPPLIES</Class>
<Type>UNIT_UNITY_SUPPLIES</Type>
<Description>TXT_KEY_UNIT_UNITY_SUPPLIES</Description>
<Civilopedia>TXT_KEY_UNIT_UNITY_SUPPLIES_PEDIA</Civilopedia>
<Strategy>TXT_KEY_UNIT_UNITY_SUPPLIES_STRATEGY</Strategy>
<Advisor>ADVISOR_ECONOMY</Advisor>
<Domain>DOMAIN_LAND</Domain>
<DefaultUnitAI>UNITAI_ENGINEER</DefaultUnitAI>
<bMilitarySupport>0</bMilitarySupport>
<bMilitaryProduction>0</bMilitaryProduction>
<UnitClassUpgrades>
<UnitClassUpgrade>
<UnitClassUpgradeType>UNITCLASS_AQUAFORMER</UnitClassUpgradeType>
<bUnitClassUpgrade>1</bUnitClassUpgrade>
</UnitClassUpgrade>
<UnitClassUpgrade>
<UnitClassUpgradeType>UNITCLASS_FORMER</UnitClassUpgradeType>
<bUnitClassUpgrade>1</bUnitClassUpgrade>
</UnitClassUpgrade>
<UnitClassUpgrade>
<UnitClassUpgradeType>UNITCLASS_TRANSPORT_FOIL</UnitClassUpgradeType>
<bUnitClassUpgrade>1</bUnitClassUpgrade>
</UnitClassUpgrade>
<UnitClassUpgrade>
<UnitClassUpgradeType>UNITCLASS_UNITY_FOIL</UnitClassUpgradeType>
<bUnitClassUpgrade>1</bUnitClassUpgrade>
</UnitClassUpgrade>
<UnitClassUpgrade>
<UnitClassUpgradeType>UNITCLASS_UNITY_ROVER</UnitClassUpgradeType>
<bUnitClassUpgrade>1</bUnitClassUpgrade>
</UnitClassUpgrade>
</UnitClassUpgrades>
<UnitAIs>
<UnitAI>
<UnitAIType>UNITAI_ENGINEER</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
</UnitAIs>
<PrereqTech>TECH_NEVER</PrereqTech>
<iCost>60</iCost>
<iMinAreaSize>-1</iMinAreaSize>
<iMoves>1</iMoves>
<iXPValueAttack>4</iXPValueAttack>
<iXPValueDefense>2</iXPValueDefense>
<iAsset>1</iAsset>
<iPower>2</iPower>
<UnitMeshGroups>
<iGroupSize>1</iGroupSize>
<fMaxSpeed>0.2</fMaxSpeed>
<fPadTime>1</fPadTime>
<iMeleeWaveSize>1</iMeleeWaveSize>
<iRangedWaveSize>0</iRangedWaveSize>
<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_UNITY_SUPPLIES</EarlyArtDefineTag>
</UnitMeshGroup>
</UnitMeshGroups>
<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
<Special>NONE</Special>
<Capture>NONE</Capture>
<iWorkRate>0</iWorkRate>
<iNukeRange>-1</iNukeRange>
</UnitInfo>
Does anyone know how to entice the AI to upgrade a unit??
<UnitInfo>
<Class>UNITCLASS_UNITY_SUPPLIES</Class>
<Type>UNIT_UNITY_SUPPLIES</Type>
<Description>TXT_KEY_UNIT_UNITY_SUPPLIES</Description>
<Civilopedia>TXT_KEY_UNIT_UNITY_SUPPLIES_PEDIA</Civilopedia>
<Strategy>TXT_KEY_UNIT_UNITY_SUPPLIES_STRATEGY</Strategy>
<Advisor>ADVISOR_ECONOMY</Advisor>
<Domain>DOMAIN_LAND</Domain>
<DefaultUnitAI>UNITAI_ENGINEER</DefaultUnitAI>
<bMilitarySupport>0</bMilitarySupport>
<bMilitaryProduction>0</bMilitaryProduction>
<UnitClassUpgrades>
<UnitClassUpgrade>
<UnitClassUpgradeType>UNITCLASS_AQUAFORMER</UnitClassUpgradeType>
<bUnitClassUpgrade>1</bUnitClassUpgrade>
</UnitClassUpgrade>
<UnitClassUpgrade>
<UnitClassUpgradeType>UNITCLASS_FORMER</UnitClassUpgradeType>
<bUnitClassUpgrade>1</bUnitClassUpgrade>
</UnitClassUpgrade>
<UnitClassUpgrade>
<UnitClassUpgradeType>UNITCLASS_TRANSPORT_FOIL</UnitClassUpgradeType>
<bUnitClassUpgrade>1</bUnitClassUpgrade>
</UnitClassUpgrade>
<UnitClassUpgrade>
<UnitClassUpgradeType>UNITCLASS_UNITY_FOIL</UnitClassUpgradeType>
<bUnitClassUpgrade>1</bUnitClassUpgrade>
</UnitClassUpgrade>
<UnitClassUpgrade>
<UnitClassUpgradeType>UNITCLASS_UNITY_ROVER</UnitClassUpgradeType>
<bUnitClassUpgrade>1</bUnitClassUpgrade>
</UnitClassUpgrade>
</UnitClassUpgrades>
<UnitAIs>
<UnitAI>
<UnitAIType>UNITAI_ENGINEER</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
</UnitAIs>
<PrereqTech>TECH_NEVER</PrereqTech>
<iCost>60</iCost>
<iMinAreaSize>-1</iMinAreaSize>
<iMoves>1</iMoves>
<iXPValueAttack>4</iXPValueAttack>
<iXPValueDefense>2</iXPValueDefense>
<iAsset>1</iAsset>
<iPower>2</iPower>
<UnitMeshGroups>
<iGroupSize>1</iGroupSize>
<fMaxSpeed>0.2</fMaxSpeed>
<fPadTime>1</fPadTime>
<iMeleeWaveSize>1</iMeleeWaveSize>
<iRangedWaveSize>0</iRangedWaveSize>
<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_UNITY_SUPPLIES</EarlyArtDefineTag>
</UnitMeshGroup>
</UnitMeshGroups>
<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
<Special>NONE</Special>
<Capture>NONE</Capture>
<iWorkRate>0</iWorkRate>
<iNukeRange>-1</iNukeRange>
</UnitInfo>