Need help learning to mod Fall Further

sawi_13

Chieftain
Joined
Oct 17, 2005
Messages
52
I realize there are extensive tutorials available on how to mod, but I find them a bit overwhelming with way too much info all at once. For me it has always been easier to learn when I can try out specific examples and then figure out myself what each of the lines (XML in this case) actually does.
Since I play almost exclusively in the Fall Further mod I figured I'd ask these questions here, hoping someone can and is willing to show me exactly how I have to go about to effect these changes for my game (which is usually a hotseat game with my wife where we play as a team against random teams of AI Civs).

1. We noticed the Kuriotates don't seem to work in multiplayer (hotseat) anymore since the player can no longer choose whether to build a city or a settlement anymore and even the first city will automatically turn into a settlement... how can I change that?

2. A long time ago it was possible for team mates to gift units to the other members of the team. What do I need to do to put this option back into the game?

3. The event of the hunter selling his catches no longer seems to work and the only available option now is to hire the hunter. I would like to make the other options (buying one of the animals) available again. How can I do this?

4. On the same subject. We are not happy with the fact that hunters no longer start being able to catch animals. How do I mod a unit to start off with a specific ability?

5. We would like to mod the Sheaim to become much more dangerous (both as AI if we play goody twoshoes trying to stop them, or for our team). For this I would like to replace some of their regular units with the units usually only available to the Infernal. (Especially a worker that actually CAN enter the burning sands!). Which of the files and lines in the files do I need to mod for that?

6. While it is a cute idea, the run-away orc units really made the Clan all but unplayable for our style of play. How do I delete this option so that also the Clan has units that actually stay with the civ again?

7. Can I add additional Civs just by modding the XML files and downloading unit graphics from this site (provided of course I don't want any completely new options) or do I need to learn python for that?

If you can answer any (or all) of these questions it would be very nuch appreciated. Please be specific. And yes I do know there are various tutorials on this site. Most of them I have copies of already. But as I mentioned above, for me to learn how to mod I need to work with specific examples, rather than a massive tutorial trying to teach me everything at once. Things make a lot more sense to me if I can work on a specific effect I want to achieve (like the ones mentioned above) and then figure out myself what all of the lines I just scripted in actually do. This way I can then also remember it much better for future use.

One other thing, I'm very busy with my job so I won't be able to check back here too frequently or to spend a lot of time here when I do. However, me not responding to your posts, does not mean I hadn't seen them (it just means I didn't take the time to respond). So for anyone willing to help me out here:

A big thank you in advance.
 
1. We noticed the Kuriotates don't seem to work in multiplayer (hotseat) anymore since the player can no longer choose whether to build a city or a settlement anymore and even the first city will automatically turn into a settlement... how can I change that?

Move a unit to the settlement and you should get the option to promote the city. It was made that way to prevent out of sync in multiplayer game. Not an issue in hotseat, but still...

3. The event of the hunter selling his catches no longer seems to work and the only available option now is to hire the hunter. I would like to make the other options (buying one of the animals) available again. How can I do this?

The issue is that the event gives units by unit_class animals are bUnique. Look in CIV4UnitSchema.xml and remove that from the offending units.

You could try installing the event parts of odmod, it should work in Fall Further too. You could look at the code at Google Code: Event_Changes_CIV4UnitClassInfos.xml.

4. On the same subject. We are not happy with the fact that hunters no longer start being able to catch animals. How do I mod a unit to start off with a specific ability?

The most straightforward and fair method would be to add bNoXP and bAutoAcquire to the Subdue Animal promotion. Then any Recon unit will get it for free when they get Combat I and have Animal Husbandry.

Otherwise there is a list where you can add free promotion to units in the unit xml files.

7. Can I add additional Civs just by modding the XML files and downloading unit graphics from this site (provided of course I don't want any completely new options) or do I need to learn python for that?

Xml is enough, but it's a big project.


For all other questions: There is a file somewhere where you can alter that stuff. :) I haven't done it myself, so I don't know the specifics.
 
@odalrick
thanx for the quick answer, I'll be sure to start trying that out first op. I get.
 
Firstly, I suggest thou that you don't mod Fall Further.

Instead you should switch to RiFE. It is a derivative of Fall Further but is actually supported, still being bug fixed and most importantly has a strong community of people that could help you a lot better.

In content, it has everything that Fall Further has, plus some more.
http://forums.civfanatics.com/forumdisplay.php?f=360

It also has way less bugs.
2. A long time ago it was possible for team mates to gift units to the other members of the team. What do I need to do to put this option back into the game?
This would be done with the DLL, no idea how but it is somewhere in the code.

5. We would like to mod the Sheaim to become much more dangerous (both as AI if we play goody twoshoes trying to stop them, or for our team). For this I would like to replace some of their regular units with the units usually only available to the Infernal. (Especially a worker that actually CAN enter the burning sands!). Which of the files and lines in the files do I need to mod for that?
Open the CIV4CivilizationInfos.xml file in your mod folder.
Find the Sheaim in there.
In their definition find the tag <Units>. Here is an example:
Code:
		<CivilizationInfo>		<!-- Sheaim -->
			<Type>CIVILIZATION_SHEAIM</Type>
			<Description>TXT_KEY_CIV_SHEAIM_DESC</Description>
			<ShortDescription>TXT_KEY_CIV_SHEAIM_SHORT_DESC</ShortDescription>
			<Adjective>TXT_KEY_CIV_SHEAIM_ADJECTIVE</Adjective>
			<Civilopedia>TXT_KEY_CIV_SHEAIM_PEDIA</Civilopedia>
			<DefaultPlayerColor>PLAYERCOLOR_SHEAIM</DefaultPlayerColor>
			<ArtDefineTag>ART_DEF_CIVILIZATION_SHEAIM</ArtDefineTag>
			<ArtStyleType>ARTSTYLE_DARK</ArtStyleType>
			<UnitArtStyleType>UNIT_ARTSTYLE_SHEAIM</UnitArtStyleType>
			<bPlayable>1</bPlayable>
			<bAIPlayable>1</bAIPlayable>
			<Cities>
				<City>TXT_KEY_CITY_SHEAIM_1</City>
				<City>TXT_KEY_CITY_SHEAIM_2</City>
				<City>TXT_KEY_CITY_SHEAIM_3</City>
				<City>TXT_KEY_CITY_SHEAIM_4</City>
				<City>TXT_KEY_CITY_SHEAIM_5</City>
				<City>TXT_KEY_CITY_SHEAIM_6</City>
				<City>TXT_KEY_CITY_SHEAIM_7</City>
				<City>TXT_KEY_CITY_SHEAIM_8</City>
				<City>TXT_KEY_CITY_SHEAIM_9</City>
				<City>TXT_KEY_CITY_SHEAIM_10</City>
				<City>TXT_KEY_CITY_SHEAIM_11</City>
				<City>TXT_KEY_CITY_SHEAIM_12</City>
				<City>TXT_KEY_CITY_SHEAIM_13</City>
				<City>TXT_KEY_CITY_SHEAIM_14</City>
				<City>TXT_KEY_CITY_SHEAIM_15</City>
				<City>TXT_KEY_CITY_SHEAIM_16</City>
				<City>TXT_KEY_CITY_SHEAIM_17</City>
				<City>TXT_KEY_CITY_SHEAIM_18</City>
				<City>TXT_KEY_CITY_SHEAIM_19</City>
				<City>TXT_KEY_CITY_SHEAIM_20</City>
			</Cities>
			<Buildings>
				<Building>
					<BuildingClassType>BUILDINGCLASS_ARTISANS_WORKSHOP</BuildingClassType>
					<BuildingType>NONE</BuildingType>
				</Building>
				<Building>
					<BuildingClassType>BUILDINGCLASS_BARRACKS</BuildingClassType>
					<BuildingType>NONE</BuildingType>
				</Building>
				<Building>
					<BuildingClassType>BUILDINGCLASS_PALACE</BuildingClassType>
					<BuildingType>BUILDING_PALACE_SHEAIM</BuildingType>
				</Building>
				<Building>
					<BuildingClassType>BUILDINGCLASS_CIV_BUILDING1</BuildingClassType>
					<BuildingType>BUILDING_PLANAR_GATE</BuildingType>
				</Building>
			</Buildings>
			<Units>
[COLOR="Red"]				<Unit>
					<UnitClassType>UNITCLASS_ABASHI</UnitClassType>
					<UnitType>UNIT_ABASHI</UnitType>
				</Unit>[/COLOR]
				<Unit>
					<UnitClassType>UNITCLASS_AXEMAN</UnitClassType>
					<UnitType>UNIT_PYRE_ZOMBIE</UnitType>
				</Unit>
				<Unit>
					<UnitClassType>UNITCLASS_CHAMPION</UnitClassType>
					<UnitType>NONE</UnitType>
				</Unit>
				<Unit>
					<UnitClassType>UNITCLASS_MINOTAUR</UnitClassType>
					<UnitType>UNIT_MINOTAUR</UnitType>
				</Unit>
				<Unit>
					<UnitClassType>UNITCLASS_MOBIUS_WITCH</UnitClassType>
					<UnitType>UNIT_MOBIUS_WITCH</UnitType>
				</Unit>
				<Unit>
					<UnitClassType>UNITCLASS_REVELERS</UnitClassType>
					<UnitType>UNIT_REVELERS</UnitType>
				</Unit>
				<Unit>
					<UnitClassType>UNITCLASS_SUCCUBUS</UnitClassType>
					<UnitType>UNIT_SUCCUBUS</UnitType>
				</Unit>
				<Unit>
					<UnitClassType>UNITCLASS_MANTICORE</UnitClassType>
					<UnitType>UNIT_MANTICORE</UnitType>
				</Unit>
				<Unit>
					<UnitClassType>UNITCLASS_ARCHMAGE</UnitClassType>
					<UnitType>UNIT_EATER_OF_DREAMS</UnitType>
				</Unit>
				<Unit>
					<UnitClassType>UNITCLASS_BERSERKER</UnitClassType>
					<UnitType>NONE</UnitType>
				</Unit>
				<Unit>
					<UnitClassType>UNITCLASS_IMMORTAL</UnitClassType>
					<UnitType>NONE</UnitType>
				</Unit>
				<Unit>
					<UnitClassType>UNITCLASS_PHALANX</UnitClassType>
					<UnitType>NONE</UnitType>
				</Unit>
			</Units>
			<FreeUnitClasses>
				<FreeUnitClass>
					<UnitClassType>UNITCLASS_SETTLER</UnitClassType>
					<iFreeUnits>1</iFreeUnits>
				</FreeUnitClass>
				<FreeUnitClass>
					<UnitClassType>UNITCLASS_WARRIOR</UnitClassType>
					<iFreeUnits>1</iFreeUnits>
				</FreeUnitClass>
				<FreeUnitClass>
					<UnitClassType>UNITCLASS_SCOUT</UnitClassType>
					<iFreeUnits>1</iFreeUnits>
				</FreeUnitClass>
			</FreeUnitClasses>
			<FreeBuildingClasses>
				<FreeBuildingClass>
					<BuildingClassType>BUILDINGCLASS_PALACE</BuildingClassType>
					<bFreeBuildingClass>1</bFreeBuildingClass>
				</FreeBuildingClass>
			</FreeBuildingClasses>
			<FreeTechs>
				<FreeTech>
					<TechType>TECH_ANCIENT_CHANTS</TechType>
					<bFreeTech>1</bFreeTech>
				</FreeTech>
			</FreeTechs>
			<DisableTechs>
			</DisableTechs>
			<InitialCivics>
					<CivicType>CIVIC_DESPOTISM</CivicType>
					<CivicType>CIVIC_NATIONHOOD</CivicType>
					<CivicType>CIVIC_TRIBALISM</CivicType>
					<CivicType>CIVIC_DECENTRALIZATION</CivicType>
					<CivicType>CIVIC_NO_MEMBERSHIP</CivicType>
			</InitialCivics>
			<AnarchyCivics>
					<CivicType>CIVIC_DESPOTISM</CivicType>
					<CivicType>CIVIC_NATIONHOOD</CivicType>
					<CivicType>CIVIC_TRIBALISM</CivicType>
					<CivicType>CIVIC_DECENTRALIZATION</CivicType>
					<CivicType>CIVIC_NO_MEMBERSHIP</CivicType>
			</AnarchyCivics>
			<Leaders>
				<Leader>
					<LeaderName>LEADER_TEBRYN</LeaderName>
					<bLeaderAvailability>1</bLeaderAvailability>
				</Leader>
				<Leader>
					<LeaderName>LEADER_OS-GABELLA</LeaderName>
					<bLeaderAvailability>1</bLeaderAvailability>
				</Leader>
			</Leaders>
			<DerivativeCiv>NONE</DerivativeCiv>
			<CivilizationSelectionSound>AS3D_INDIA_SELECT</CivilizationSelectionSound>
			<CivilizationActionSound>AS3D_INDIA_ORDER</CivilizationActionSound>
			<bGraphicalOnly>0</bGraphicalOnly>
			<CivTrait>TRAIT_SUNDERED</CivTrait>
			<DefaultRace>NONE</DefaultRace>
			<Hero>UNIT_ABASHI</Hero>
			<MaintainFeatures>
			</MaintainFeatures>
		</CivilizationInfo>
See the part in red? Find the infernal in the same file and find their units. Select the entire tags for each of the units from the infernal you want to copy, and paste them into the same part of the Sheaim.

For example:
Code:
		<CivilizationInfo>		<!-- Sheaim -->
			<Type>CIVILIZATION_SHEAIM</Type>
			<Description>TXT_KEY_CIV_SHEAIM_DESC</Description>
			<ShortDescription>TXT_KEY_CIV_SHEAIM_SHORT_DESC</ShortDescription>
			<Adjective>TXT_KEY_CIV_SHEAIM_ADJECTIVE</Adjective>
			<Civilopedia>TXT_KEY_CIV_SHEAIM_PEDIA</Civilopedia>
			<DefaultPlayerColor>PLAYERCOLOR_SHEAIM</DefaultPlayerColor>
			<ArtDefineTag>ART_DEF_CIVILIZATION_SHEAIM</ArtDefineTag>
			<ArtStyleType>ARTSTYLE_DARK</ArtStyleType>
			<UnitArtStyleType>UNIT_ARTSTYLE_SHEAIM</UnitArtStyleType>
			<bPlayable>1</bPlayable>
			<bAIPlayable>1</bAIPlayable>
			<Cities>
				<City>TXT_KEY_CITY_SHEAIM_1</City>
				<City>TXT_KEY_CITY_SHEAIM_2</City>
				<City>TXT_KEY_CITY_SHEAIM_3</City>
				<City>TXT_KEY_CITY_SHEAIM_4</City>
				<City>TXT_KEY_CITY_SHEAIM_5</City>
				<City>TXT_KEY_CITY_SHEAIM_6</City>
				<City>TXT_KEY_CITY_SHEAIM_7</City>
				<City>TXT_KEY_CITY_SHEAIM_8</City>
				<City>TXT_KEY_CITY_SHEAIM_9</City>
				<City>TXT_KEY_CITY_SHEAIM_10</City>
				<City>TXT_KEY_CITY_SHEAIM_11</City>
				<City>TXT_KEY_CITY_SHEAIM_12</City>
				<City>TXT_KEY_CITY_SHEAIM_13</City>
				<City>TXT_KEY_CITY_SHEAIM_14</City>
				<City>TXT_KEY_CITY_SHEAIM_15</City>
				<City>TXT_KEY_CITY_SHEAIM_16</City>
				<City>TXT_KEY_CITY_SHEAIM_17</City>
				<City>TXT_KEY_CITY_SHEAIM_18</City>
				<City>TXT_KEY_CITY_SHEAIM_19</City>
				<City>TXT_KEY_CITY_SHEAIM_20</City>
			</Cities>
			<Buildings>
				<Building>
					<BuildingClassType>BUILDINGCLASS_ARTISANS_WORKSHOP</BuildingClassType>
					<BuildingType>NONE</BuildingType>
				</Building>
				<Building>
					<BuildingClassType>BUILDINGCLASS_BARRACKS</BuildingClassType>
					<BuildingType>NONE</BuildingType>
				</Building>
				<Building>
					<BuildingClassType>BUILDINGCLASS_PALACE</BuildingClassType>
					<BuildingType>BUILDING_PALACE_SHEAIM</BuildingType>
				</Building>
				<Building>
					<BuildingClassType>BUILDINGCLASS_CIV_BUILDING1</BuildingClassType>
					<BuildingType>BUILDING_PLANAR_GATE</BuildingType>
				</Building>
			</Buildings>
			<Units>
[COLOR="Red"]				<Unit>
					<UnitClassType>UNITCLASS_HYBOREM</UnitClassType>
					<UnitType>UNIT_HYBOREM</UnitType>
				</Unit>[/COLOR]

				<Unit>
					<UnitClassType>UNITCLASS_ABASHI</UnitClassType>
					<UnitType>UNIT_ABASHI</UnitType>
				</Unit>
				<Unit>
					<UnitClassType>UNITCLASS_AXEMAN</UnitClassType>
					<UnitType>UNIT_PYRE_ZOMBIE</UnitType>
				</Unit>
				<Unit>
					<UnitClassType>UNITCLASS_CHAMPION</UnitClassType>
					<UnitType>NONE</UnitType>
				</Unit>
				<Unit>
					<UnitClassType>UNITCLASS_MINOTAUR</UnitClassType>
					<UnitType>UNIT_MINOTAUR</UnitType>
				</Unit>
				<Unit>
					<UnitClassType>UNITCLASS_MOBIUS_WITCH</UnitClassType>
					<UnitType>UNIT_MOBIUS_WITCH</UnitType>
				</Unit>
				<Unit>
					<UnitClassType>UNITCLASS_REVELERS</UnitClassType>
					<UnitType>UNIT_REVELERS</UnitType>
				</Unit>
				<Unit>
					<UnitClassType>UNITCLASS_SUCCUBUS</UnitClassType>
					<UnitType>UNIT_SUCCUBUS</UnitType>
				</Unit>
				<Unit>
					<UnitClassType>UNITCLASS_MANTICORE</UnitClassType>
					<UnitType>UNIT_MANTICORE</UnitType>
				</Unit>
				<Unit>
					<UnitClassType>UNITCLASS_ARCHMAGE</UnitClassType>
					<UnitType>UNIT_EATER_OF_DREAMS</UnitType>
				</Unit>
				<Unit>
					<UnitClassType>UNITCLASS_BERSERKER</UnitClassType>
					<UnitType>NONE</UnitType>
				</Unit>
				<Unit>
					<UnitClassType>UNITCLASS_IMMORTAL</UnitClassType>
					<UnitType>NONE</UnitType>
				</Unit>
				<Unit>
					<UnitClassType>UNITCLASS_PHALANX</UnitClassType>
					<UnitType>NONE</UnitType>
				</Unit>
			</Units>
			<FreeUnitClasses>
				<FreeUnitClass>
					<UnitClassType>UNITCLASS_SETTLER</UnitClassType>
					<iFreeUnits>1</iFreeUnits>
				</FreeUnitClass>
				<FreeUnitClass>
					<UnitClassType>UNITCLASS_WARRIOR</UnitClassType>
					<iFreeUnits>1</iFreeUnits>
				</FreeUnitClass>
				<FreeUnitClass>
					<UnitClassType>UNITCLASS_SCOUT</UnitClassType>
					<iFreeUnits>1</iFreeUnits>
				</FreeUnitClass>
			</FreeUnitClasses>
			<FreeBuildingClasses>
				<FreeBuildingClass>
					<BuildingClassType>BUILDINGCLASS_PALACE</BuildingClassType>
					<bFreeBuildingClass>1</bFreeBuildingClass>
				</FreeBuildingClass>
			</FreeBuildingClasses>
			<FreeTechs>
				<FreeTech>
					<TechType>TECH_ANCIENT_CHANTS</TechType>
					<bFreeTech>1</bFreeTech>
				</FreeTech>
			</FreeTechs>
			<DisableTechs>
			</DisableTechs>
			<InitialCivics>
					<CivicType>CIVIC_DESPOTISM</CivicType>
					<CivicType>CIVIC_NATIONHOOD</CivicType>
					<CivicType>CIVIC_TRIBALISM</CivicType>
					<CivicType>CIVIC_DECENTRALIZATION</CivicType>
					<CivicType>CIVIC_NO_MEMBERSHIP</CivicType>
			</InitialCivics>
			<AnarchyCivics>
					<CivicType>CIVIC_DESPOTISM</CivicType>
					<CivicType>CIVIC_NATIONHOOD</CivicType>
					<CivicType>CIVIC_TRIBALISM</CivicType>
					<CivicType>CIVIC_DECENTRALIZATION</CivicType>
					<CivicType>CIVIC_NO_MEMBERSHIP</CivicType>
			</AnarchyCivics>
			<Leaders>
				<Leader>
					<LeaderName>LEADER_TEBRYN</LeaderName>
					<bLeaderAvailability>1</bLeaderAvailability>
				</Leader>
				<Leader>
					<LeaderName>LEADER_OS-GABELLA</LeaderName>
					<bLeaderAvailability>1</bLeaderAvailability>
				</Leader>
			</Leaders>
			<DerivativeCiv>NONE</DerivativeCiv>
			<CivilizationSelectionSound>AS3D_INDIA_SELECT</CivilizationSelectionSound>
			<CivilizationActionSound>AS3D_INDIA_ORDER</CivilizationActionSound>
			<bGraphicalOnly>0</bGraphicalOnly>
			<CivTrait>TRAIT_SUNDERED</CivTrait>
			<DefaultRace>NONE</DefaultRace>
			<Hero>UNIT_ABASHI</Hero>
			<MaintainFeatures>
			</MaintainFeatures>
		</CivilizationInfo>
In my example, the Sheaim can now build Hyborem.

6. While it is a cute idea, the run-away orc units really made the Clan all but unplayable for our style of play. How do I delete this option so that also the Clan has units that actually stay with the civ again?
looking into this, will edit it in here.
Sorry, I have no idea.

I newer plaid with them at all.

7. Can I add additional Civs just by modding the XML files and downloading unit graphics from this site (provided of course I don't want any completely new options) or do I need to learn python for that?
You can, for the most part.
Any new spells including the World Spell must be done via python. That is why I suggest you switch to Rise from Erebus. They have made almost everything modular including python.

That way you can mod the game without risking to mess up the original files.

That and since I am doing my own project for a new civ in RIFE I could lend you a hand.
 
And thanx to PPQ_Purple
I'm glad you could still answer today, who knows when I get the next chance to spend a whole afternoon on civfanatics.

Anyway, yes I did find RiFE just today and downloaded it, haven't installed it yet. So if it is so much better I might switch to it

Thanx for the in depth example on how to change the units for the Sheaim, that's really all I had hoped for and then some as an answer to my question.

I figured I wouldn't be able to create new world spells with XML, but since for now my wife and I don't plan to publish new civs, but just add them for our own use, we figured we would just recycle suitable world spells from existing civs.
And that is IF I actually have the time and patience to pull this through at all. But thanx for the offer to help out, I'll keep it in mind.

We were thinking of adding FfH versions of the Celts, Romans and Greeks (and possible Vikings to rival the Lanun and some Far eastern civ probably based on the Japanese). But so far that's just some ideas I have. I don't know if I'll ever have the time to actually do that.
 
The 'run away orcs' thing you mention does not exist in RifE.

Of course, neither does the Warrens. Instead, they can produce multiple items each turn (units, buildings, rituals, whatever) so long as they have the hammers.

If you have the hammers for it, you could pop out four units in a turn, even. The Warrens was replaced by the Agoge, which increases military production by 40%.
 
If you have the time to you should definitively try RiFE.
The civilizations in RiFE are much more refined and polished.

As for civs, for Japanese, RiFE will soon get the Dao civ from orbis and there is another far east civ in the works courtesy of me. And the Romans are essential portrait by the Scions.
 
LOL I got it, I will try the RiFE, promise, I already downloaded it, I just need to get back to my secondary flat (where I don't have Internet but I have a laptop with Civ4 installed on it).

I always find some time to play, the question is how much time do I have to mod? ;)

It sounds promising and I am looking forward to the new far eastern Civs purple mentioned (then I don't have to make them for myself...)
 
Well I checked out RifE
It is cool, mostly. I still have to get used to the healers and the 2 unhealth per population... can't say I care too much for that change.
Or the increased work rates, but I already found where to alter that back to my liking :)

Anyway thanks again for the hints. Now just before I hope to get the new Civ I can finally mod IV... oh well. Better late than never the RifE I don't intend to give up anyway.
 
Hmm, I hope someone still follows this thread so I don't have to start yet another one.

Gathering some more play time with RifE my wife and I did find a few things we would like to change back for ourselves:

- As mentioned before. Where does it get determined how many unhealthy citizens there are per citizen in the city? (yes I realize I could designate more healers... the flaw with this strategy is that if I want an altar victory I don't want healers, I want prophets)

- Acheron: After finally having beastmasters ready to catch him (and after my wife restarted about 20 times before it worked) the damn beast did get caught, but now cannot move (even though allegedly it has 6 movement points). Having found him in the UnitsInfo file unfortunately I can't tell what exactly does prevent him from moving after capture... please help.
 
Top Bottom