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Old Nov 14, 2010, 02:07 AM   #1
Slowpoke
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Join Date: Sep 2010
Posts: 1,321
Any way to accompish this?

It doesn't seem possible at the moment, but any time someone says something's impossible smelly mummy points out it isn't :/

So... can you make rates of healing be dependent on difficulty?

E.g., can you have the neutral territory heal when fortified set to 0, but only for immortal and deity.
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Old Nov 14, 2010, 03:30 AM   #2
elistor
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It could be done with just XML. Pretty sloppy but it could be done. First set the global define for healing to 0. Then

Code:
<Unit_FreePromotions>
	<UnitType />
	<PromotionType>Heal_Rate_DIETY</PromotionType>
</Unit_FreePromotions>
<Unit_FreePromotions>
	<UnitType />
	<PromotionType>Heal_Rate_IMORTAL</PromotionType>
</Unit_FreePromotions>
<Unit_FreePromotions>
	<UnitType />
	<PromotionType>Heal_Rate_ETC</PromotionType>
</Unit_FreePromotions>
You would have to make one for each difficulty that you wanted to have different, then one for all the rest. Slap a different <TechPrereq> on each promotion. Have each of those techs assigned a <Technology_PrereqTechs> that is self referential(it's own tech name) so it can't be researched. Then assign the corresponding tech to the handicap you want.

Recap:
  • Clear the global defines so healing is set to 0
  • create promotions with the heal rates you want
  • use <Unit_FreePromotions> to give them all to every unit in the game
  • use <TechPrereq> to limit which promotions actually apply
  • create new techs that require themselves so they can't be researched
  • use <HandicapInfo_FreeTechs> to give the appropriate tech to every civ for that difficulty.

Like I said at the top, sloppy, but it should work. Now caveat on all this is I have NOT tried it and honestly have no wish to write up something that convoluted. I'm also fairly certian someone will chime in with a "Lua can do that with three lines of code" or something else that's ridiculously easy for someone who knows Lua, which is sadly not me. ;-/
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Old Nov 14, 2010, 10:26 AM   #3
smellymummy
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Posts: 703
using promotions like that is probably easier than doing it with lua. doesnt look like there's a function available to change a unit's heal rate, so a script would have to do a lot of checks to determine the heal amount, and then apply it after the healing is done, which wouldnt look right in game anyway
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