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#1 |
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The Mad Modder
Join Date: Sep 2010
Posts: 1,321
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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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Art of War Mod! by Ordian. It rocks. France- A double Anceint Era Declaration of War on Deity against two clearly conquest geared civs that dredged on for 1500 years. Okay this one makes the above one look like a bunch of preschoolers out at a picnic getting attacked by baby ants. THIS ONE is awesome. Read it. Mega Mod What started as a balance fix is now getting massive. Now accepting suggestions (units/buildings in particular) Beatles/Elvis -4.3 Talker/Listener +7.2 |
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#2 |
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Warlord
Join Date: Jan 2008
Posts: 111
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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> Recap:
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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#3 |
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King
Join Date: Jul 2002
Posts: 703
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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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