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#1 |
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King
Join Date: Jul 2003
Location: Prague, Czech Republic
Posts: 959
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How much flavour can we add to the Leaders?
Is it possible to have different units in the game that act as leaders for different civs?
For. Example. Rome cannot have a GML a result from battle, but instead has a different "Leader" type unit, say the Emperor. Give it different move stats or A/D whatever. Would this be possible? If you removed Leader from the list for the Romans, put the Emperor as only to be built by Rome, gave it 0 Shield cost and had Leader upgrade to Emperor like you would with UUs. Would this work? I have tried and it kept crashing. Am I missing something? Basically I would like to make it so that instead of a battle promotion giving you a unit which allows you to build an army, instead you could have that elite unit generating just a new unit. Cutting out the middle man so to speak. Or, what would happen if in the General settings of the editor, we switched the Battle-Created Unit and Build-Army Unit with each other? Armies automatically produced instead of a leader, but you could "build-army" and have it created another offensive/defensive unit. Any thoughts?
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EQM (Settler) G-Minor 38: 4th, G-Minor 45: 5th, G-Minor 46: 5th, G-Minor 61: 3rd, G-Minor 65: 3rd, G-Minor 99: 3rd, G-Minor 105: 5th, G-Minor 159: 3rd G-Major 20: 7th, G-Major 78: 4th Badlands Terrain and Crevice Craters, Transformer reskins, Army, Navy, Air, Marine Rank Promotions Visit my UB thread and my thread on manipulation of promotions for gifting units |
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#2 |
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i might not be understanding you right, but you could just get a new unit and put it under battle created unit... (i.e.-create a new unit, call it emperor, and give it the a/d/m you want it to have, and then change battle created unit to the unit you just created.)
is that what you were talking about, or no |
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#3 |
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King
Join Date: Jul 2003
Location: Prague, Czech Republic
Posts: 959
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Yeah, but you couldn't make it different for each civ. Upon playing around I have figured out that it is best not to mess with the Armies and Leaders as the game will crash pretty easily.
You can only have one type of army and one type of leader.
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EQM (Settler) G-Minor 38: 4th, G-Minor 45: 5th, G-Minor 46: 5th, G-Minor 61: 3rd, G-Minor 65: 3rd, G-Minor 99: 3rd, G-Minor 105: 5th, G-Minor 159: 3rd G-Major 20: 7th, G-Major 78: 4th Badlands Terrain and Crevice Craters, Transformer reskins, Army, Navy, Air, Marine Rank Promotions Visit my UB thread and my thread on manipulation of promotions for gifting units |
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#4 | |
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Deity
Join Date: Jul 2005
Location: Brew City
Posts: 3,692
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#5 |
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well, you could make a unit, give it army characteristics, and make it so you need military academy to build it, and make one for each civ. make it so it replaces the leader and the leader upgrades to that unit, that might work
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#6 | ||
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King
Join Date: Jul 2003
Location: Prague, Czech Republic
Posts: 959
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Also you have to give the Leader unit you make, the science age option as well I am guessing. Tried so many different configs I don't remember exactly I would love to see this SOE mod....is it ready yet?
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EQM (Settler) G-Minor 38: 4th, G-Minor 45: 5th, G-Minor 46: 5th, G-Minor 61: 3rd, G-Minor 65: 3rd, G-Minor 99: 3rd, G-Minor 105: 5th, G-Minor 159: 3rd G-Major 20: 7th, G-Major 78: 4th Badlands Terrain and Crevice Craters, Transformer reskins, Army, Navy, Air, Marine Rank Promotions Visit my UB thread and my thread on manipulation of promotions for gifting units |
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#7 |
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Not mIRC!!!
Join Date: Jun 2005
Location: Düsseldorf, ->Germany, E.U.
Posts: 15,825
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Nope, unfortunately SoE is not out yet...
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--- Master Crossposter ---
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#8 | ||
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If all you want is to have leaders special, and different than everyother civ, then just make it so that the battle created unit is the new special leader. Give that leaders all the properties, like build army, hurry production and all that other good stuff. If that was what you are trying to do, that should be all you need to do. |
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#9 |
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King
Join Date: Jul 2003
Location: Prague, Czech Republic
Posts: 959
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Actually, what I wanted to do was to make a different type of leader for each civ with different stats and abilities. Don't think I will mess around with it. I see what you mean if I just wanted the one. Also, in the editor, the leader unit has a build cost of 0, that is why I thought what I did, as mentioned above.
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EQM (Settler) G-Minor 38: 4th, G-Minor 45: 5th, G-Minor 46: 5th, G-Minor 61: 3rd, G-Minor 65: 3rd, G-Minor 99: 3rd, G-Minor 105: 5th, G-Minor 159: 3rd G-Major 20: 7th, G-Major 78: 4th Badlands Terrain and Crevice Craters, Transformer reskins, Army, Navy, Air, Marine Rank Promotions Visit my UB thread and my thread on manipulation of promotions for gifting units |
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#10 | |
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King
Join Date: Dec 2005
Location: Lithuania
Posts: 929
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#11 | |
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England gets Gen. Cornwallis America gets Gen. Washington make it so that Cornwallis upgrades to Washington, and make Cornwallis the Battlecreated unit. Make it so that England can only build Cornwallis, and visa versa. You can give them the stats they want. no shields though, since you can't build em. |
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#12 | ||
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King
Join Date: Dec 2005
Location: Lithuania
Posts: 929
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#13 | |
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King
Join Date: Jul 2003
Location: Prague, Czech Republic
Posts: 959
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EQM (Settler) G-Minor 38: 4th, G-Minor 45: 5th, G-Minor 46: 5th, G-Minor 61: 3rd, G-Minor 65: 3rd, G-Minor 99: 3rd, G-Minor 105: 5th, G-Minor 159: 3rd G-Major 20: 7th, G-Major 78: 4th Badlands Terrain and Crevice Craters, Transformer reskins, Army, Navy, Air, Marine Rank Promotions Visit my UB thread and my thread on manipulation of promotions for gifting units |
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#14 | |
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lets say you only want to make a special leader for America and England, you will make England's first Name of Unit:General Cornwallis Icon:Whatever, lets just say 67, because in Vanilla, that is a leader Prerequisite:None Class:Land (unless you want otherwise) Upgrades to:Washington (or visa versa, depending on what you want) Standard Orders:skip turn, wait, fortify, disband, go to Shield Cost:0 Pop Cost:0 Moves:3 Trans. Capacity:3 (for an army) Zone of Control:no Attack:1(can be whatever) Defense:1 (ditto) Operational Rage:unless air unit, 0 Bombard, range, and rate of fire all 0 unless you decide otherwise HP bonus:0 (unless you want otherwise) Special Actions: Load, Finish Improvements. (no build army since it is an army) AI Strategies: Leader Required Resources:none Unit Abilities: Army Avalibale to: America and England (or all of the nations getting special leaders) ok, Gen. Cornwallis is done, next... Name of Unit:General Washington Icon:67 Prerequisite:None Class:Land (unless you want otherwise) Upgrades to:none (NOTE, if you want to make another special leader, then make it upgrade to the next one that you are making!) Standard Orders:skip turn, wait, fortify, disband, go to Shield Cost:0 Pop Cost:0 Moves:3 Trans. Capacity:3 (for an army) Zone of Control:no Attack:1 (can be whatever) Defense:1 (ditto) Operational Rage:unless air unit, 0 Bombard, range, and rate of fire all 0 unless you decide otherwise HP bonus:0 (unless you want otherwise) Special Actions: Load, Finish Improvements. (no build army since it is an army) AI Strategies: Leader Required Resources:none Unit Abilities: Army Avalibale to: America (NOTE, DO NOT give this unit to England, but to every other civ getting a special leader) ok, now that the units are made, head right over to general settings... change battle created unit to General Cornwallis, or whichever civ specific leader you created first. That should make it so that the upgrade chain goes all the way up so the last civ gets their own rightful civ leader. Just make sure that the previously civs with already made leaders do not get added onto the list of avalible to as you go on. If that doesn't work, i don't think that anything will p.s.-sorry for any confusion in any other posts |
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#15 |
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King
Join Date: Dec 2005
Location: Lithuania
Posts: 929
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Yes I understood that much, but one thing is not clear yet: how do you prevent certain civ from building it's unique leader? Just building, in any city? Sorry if I got you wrong/
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#16 | |
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gone
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make it quite a bit of shields so the AI doesn't build it |
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#17 |
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Dororo: Ninja Frog
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Doesn't work. I had a unit that cost 1000 shields in my scenario and the AI still started on it at times.
If you want to stop a unit from being built then you could make it require a 'trash' resource that is not available anywhere on the map. That stops you upgrading to it too though.
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cross post with Mirc |
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#18 |
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King
Join Date: Jul 2003
Location: Prague, Czech Republic
Posts: 959
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TB: I did something very similar to what you described above. Did you get yours to work, because I couldn't. It kept crashing.
Also, in order to give the Leader AI strategy, you need to give the unit, both finish improvements and build army. I will try it again.
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EQM (Settler) G-Minor 38: 4th, G-Minor 45: 5th, G-Minor 46: 5th, G-Minor 61: 3rd, G-Minor 65: 3rd, G-Minor 99: 3rd, G-Minor 105: 5th, G-Minor 159: 3rd G-Major 20: 7th, G-Major 78: 4th Badlands Terrain and Crevice Craters, Transformer reskins, Army, Navy, Air, Marine Rank Promotions Visit my UB thread and my thread on manipulation of promotions for gifting units |
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#19 | |
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King
Join Date: Dec 2005
Location: Lithuania
Posts: 929
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