Ok another question. I added another unit in hopes of making a second engineer type unit. Can someone help me figure out why the option to transform terrain is not being given as an option please. The unit can do everything the engineer unit can except for transform terrain. I am not sure if I need to change something with the unit or the terrain. Thanks
With the exception of one more digit added to the left for navigable rivers (000100000). New unit still can not transform tundra like the regular engineer unit. Which now leads me to believe that something is wrong with my tundra settings.00100000 unit acquires engineering abilities 1 - engineer
The standard rules are 8; TOTPP Navigable Rivers flag is 9, and 10 through 13 are the Extra Settler Flags introduced in v0.16 (none of which control Engineer-specific functions).Ok so in column G if I read everything right it starts on the right and ends on the left. How may total digits should there be in column G? One of set rules I used had 13 digits, 8 digits posted above, my current rules that I copied from has 9 digits.
With the exception of one more digit added to the left for navigable rivers (000100000). New unit still can not transform tundra like the regular engineer unit. Which now leads me to believe that something is wrong with my tundra settings.
Technically this is linked to the Engineers' prereq advance and not Explosives specifically (as is the popup message).The ability for engineers to transform terrain is only granted when its civilization has discovered the « Explosives » technology
Yes, you are right in your statement. I stand corrected.Technically this is linked to the Engineers' prereq advance and not Explosives specifically (as is the popup message).
I'd never tried to implement it before today on units other than those in the settler/engineer slots so I tried the following test with a scenario I'm currently playing:Your settings are fine; Buck and tootall must know something I don't, because I have never been able to access the transform order with any unit other than the original Engineers.
@UNITS
Peasant, Mat, 0, 1.,0, 0a,1d, 2h,1f, 4,0, 5, nil, 000000000000000
Constructor, Rad, 0, 2.,0, 0a,2d, 1h,1f, 6,0, 5, Eng, 000000000000000
Warrior, nil, 0, 0.,0, 4a,7d, 3h,2f, 4,0, 1, AFl, 000000000000000
Swordsman, Rep, 0, 2.,0, 7a,4d, 2h,2f, 4,0, 5, Cmp, 000000000010100
...
@UNITS_ADVANCED
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 0000010000000 ; Swordsman
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 1011010000000 ; Swordsman
Now when I activate the Swordsman and go to the Orders menu you see I can not only build a city, a road but also transform the woods terrain to a plains
View attachment 688301
The ability for engineers to transform terrain is only granted when its civilization has discovered the « Explosives » technology
Interesting... I didn't realize this either, but the documentation of the Explosives tech slot (ID 28) agrees:Technically this is linked to the Engineers' prereq advance and not Explosives specifically (as is the popup message).
However, that documentation may have been written before TOTPP gave us the ability to add Engineer capabilities to any unit using column G of @UNITS_ADVANCED. Furthermore, it seems important to distinguish between "the ability of the unit to transform" and "the transform menu option being available" since (unfortunately) those are not always aligned.Contrary to popular belief, Explosives does NOT inherently allow transformation orders or display the "New Order: Transform" message.
The ability to transform is inherent to unit in the Engineer slot of the RULES.TXT file. When this unit first becomes available the message will be displayed.
Ah, I was only going off the Orders menu and completely forgot to test if hotkeys bypassed it.So, my conclusion is that giving a unit Engineer capabilities using column G of @UNITS_ADVANCED does give them the capability to transform terrain, but does not unlock the Transform menu option.
No, the menu order only appears once you have Slot 2's prereq (so 'nil' lists it from the start); like general worker actions, it's listed for all units even if they're not Role 5.I didn't do any further testing on this yet. But I wonder, does the menu option get unlocked for all units with Engineer capability, when the prereq for the second unit type is acquired, even if that second unit isn't a "role 5" unit at all? ...