Bluemofia
F=ma
To have teleport units, you must have the cracked version of the editor.
* Teleport capable units do not require telepads to teleport, but can only be teleported to certain selected telepads.
* Teleporting units can only teleport if it is within half the telepad's teleport range.
* A unit serving as a telepad will take in 1 damage per teleportation. It can heal the damage as normal units heal damage. When they have only 1 health, they may not receive teleporting units.
* If it has no health, such as a worker, settler, artillery, scout, etc., it may teleport units according to how much health it should have. (HP bonuses, regular, veteran, etc.) If you do not allow it to "heal", it will still have a limited amount of teleport capacity.
* Teleporting units may only teleport when there are viable teleport pads available.
* A building telepad, though it may teleport without limit of distance, may only receive 1 unit per turn.
* Teleport pads who happen to be marked as teleporters may teleport and still be able to receive teleport units, including it's own type.
* Strangely, teleporting units may only teleport onto building telepads, or telepads on land. This means that naval units may not teleport onto another naval telepad in open water, only one in a port. Restrictions still apply, as in sea units may not teleport to open ground.
* No animation or sound is played when the unit teleports. It is similar to the airlift option, though uses a button with a "T" on it, and if hovered over, reads "unused command".
* Cities with Buildings with the Telepad option can be captured by simply teleporting into them with legal teleport units.
* Buildings may not receive teleporting units on the turn that it is built.
* Immobile units may not teleport.
* Telepads may not have AI Strategy as "Defense" checked.
Units with the airdrop ability and the upgrade ability may not receive teleporting units.
Enjoy. Use this creatively please.
Nov 20 2007 EDIT: New information added to take into account of Civinator's, Gramphos's, and Sgrig's findings.
Jul 18 2016 EDIT: Commodore has discovered here that defensive AI prevents use of teleporation.
* Teleport capable units do not require telepads to teleport, but can only be teleported to certain selected telepads.
* Teleporting units can only teleport if it is within half the telepad's teleport range.
* A unit serving as a telepad will take in 1 damage per teleportation. It can heal the damage as normal units heal damage. When they have only 1 health, they may not receive teleporting units.
* If it has no health, such as a worker, settler, artillery, scout, etc., it may teleport units according to how much health it should have. (HP bonuses, regular, veteran, etc.) If you do not allow it to "heal", it will still have a limited amount of teleport capacity.
* Teleporting units may only teleport when there are viable teleport pads available.
* A building telepad, though it may teleport without limit of distance, may only receive 1 unit per turn.
* Teleport pads who happen to be marked as teleporters may teleport and still be able to receive teleport units, including it's own type.
* Strangely, teleporting units may only teleport onto building telepads, or telepads on land. This means that naval units may not teleport onto another naval telepad in open water, only one in a port. Restrictions still apply, as in sea units may not teleport to open ground.
* No animation or sound is played when the unit teleports. It is similar to the airlift option, though uses a button with a "T" on it, and if hovered over, reads "unused command".
* Cities with Buildings with the Telepad option can be captured by simply teleporting into them with legal teleport units.
* Buildings may not receive teleporting units on the turn that it is built.
* Immobile units may not teleport.
* Telepads may not have AI Strategy as "Defense" checked.
Enjoy. Use this creatively please.
Nov 20 2007 EDIT: New information added to take into account of Civinator's, Gramphos's, and Sgrig's findings.
Jul 18 2016 EDIT: Commodore has discovered here that defensive AI prevents use of teleporation.