ZergMazter
Prince
I don't know if some of you were already aware of what I'm gonna talk about, but hopefully it can help some of you.
When you make upgrade chains involving all kings, the game messes up and it renames the unit to that civ's leader, for example to 'Brennus' instead of 'Intended name'. Usually when people make an upgrade it involves using a new resource, and this fix is specifically tied to the required resource as you will be using up the technology tab that is required for the upgrade with this trick.
In fact the only reason you will be using a 'king' upgrade is to fill in an upgrade spot if you happen to have an upgrade in the chain that only requires a tech and no new resource.
It goes like this:
-Create a technology and name it w/e you want. Don't select an age for it, and make it not trade-able.
-Give this tech to any civ that will be using the upgrade chain.
-Make this tech the requirement for the units you want that will be in the same chain, but that each require a different resource. Imagine the upgrade chain for the spearman and how it keeps changing with every new resource. Same idea, but the technology required for all the upgrades will be your custom tech.
That's it! What this does is it allows you to upgrade to an unit that will not be in the build list. A unit tied to a tech which does not belong to any era gets removed from the list, but it's available for upgrading just like the king unit.
This works best for auto-produced units as doing this will end the unit chain meaning that unlike with king upgrades, you won't be able to build the previously available unit in the chain. The chain is restored however if you allow it to upgrade to a normal unit in the future, and any units left over from the previous chain will link to that unit for upgrades. However you will never be able to build the units before the unit upgrade which ended the link even if the previous resource requirements were met. The new start point for the chain will be the latest normal unit upgrade right after the link breaking unit upgrade.
If you have many upgrades and not always required a new resource your set up should be:
-Auto-Produced- King(when no new resource)- HiddenTech Unit(with new resource).
From that point alternate between king unit and hidden unit. It's limited if you have countless upgrades in between with no new resources, but most modders don't do that.
Technically you don't need kings if you stick to 1 new upgrade for each new resource.
What this fixes:
1-Annoying name change to that civ's leader when upgrading from king to king as you wont do king to king anymore.
2-Annoying units which were meant to be powerful and take the front lines to defend a stack to cower behind them because they are 'kings'.
3-Clears the build list from any unwanted units. If you ever wanted to permanently end an upgrade chain (obsolete). Ever been annoyed by how Cavalry in the normal game never disappear? Instead of making them upgrade to tanks, just do this and remove them from the build list. The map will not end up with 100s of tanks prematurely or any other more modern units you would have upgraded it to.
Note:
This does not affect buildings the same way. Buildings basically stick to the rules. If they require that tech, then anyone who owns that tech will build that specific building as is the case in CCM.
I hope I was clear and this helps some of you modders. There is nothing more annoying than having a tank named 'Isabella' after an upgrade
When you make upgrade chains involving all kings, the game messes up and it renames the unit to that civ's leader, for example to 'Brennus' instead of 'Intended name'. Usually when people make an upgrade it involves using a new resource, and this fix is specifically tied to the required resource as you will be using up the technology tab that is required for the upgrade with this trick.
In fact the only reason you will be using a 'king' upgrade is to fill in an upgrade spot if you happen to have an upgrade in the chain that only requires a tech and no new resource.
It goes like this:
-Create a technology and name it w/e you want. Don't select an age for it, and make it not trade-able.
-Give this tech to any civ that will be using the upgrade chain.
-Make this tech the requirement for the units you want that will be in the same chain, but that each require a different resource. Imagine the upgrade chain for the spearman and how it keeps changing with every new resource. Same idea, but the technology required for all the upgrades will be your custom tech.
That's it! What this does is it allows you to upgrade to an unit that will not be in the build list. A unit tied to a tech which does not belong to any era gets removed from the list, but it's available for upgrading just like the king unit.
This works best for auto-produced units as doing this will end the unit chain meaning that unlike with king upgrades, you won't be able to build the previously available unit in the chain. The chain is restored however if you allow it to upgrade to a normal unit in the future, and any units left over from the previous chain will link to that unit for upgrades. However you will never be able to build the units before the unit upgrade which ended the link even if the previous resource requirements were met. The new start point for the chain will be the latest normal unit upgrade right after the link breaking unit upgrade.
If you have many upgrades and not always required a new resource your set up should be:
-Auto-Produced- King(when no new resource)- HiddenTech Unit(with new resource).
From that point alternate between king unit and hidden unit. It's limited if you have countless upgrades in between with no new resources, but most modders don't do that.
Technically you don't need kings if you stick to 1 new upgrade for each new resource.
What this fixes:
1-Annoying name change to that civ's leader when upgrading from king to king as you wont do king to king anymore.
2-Annoying units which were meant to be powerful and take the front lines to defend a stack to cower behind them because they are 'kings'.
3-Clears the build list from any unwanted units. If you ever wanted to permanently end an upgrade chain (obsolete). Ever been annoyed by how Cavalry in the normal game never disappear? Instead of making them upgrade to tanks, just do this and remove them from the build list. The map will not end up with 100s of tanks prematurely or any other more modern units you would have upgraded it to.
Note:
This does not affect buildings the same way. Buildings basically stick to the rules. If they require that tech, then anyone who owns that tech will build that specific building as is the case in CCM.
I hope I was clear and this helps some of you modders. There is nothing more annoying than having a tank named 'Isabella' after an upgrade