Added Engineers show up as modern workers

JeffNebraska

Warlord
Joined
Nov 7, 2001
Messages
111
I have just reached the point of getting to use my engineers for the first time since i've installed them and, unfortunately, they are showing up as a modern worker and there don't seem to be a dang thing I can do about it.

What's odd is that when I set the requirements to nothing to test them out, when they were first installed, they worked fine with all the graphics done by Pesoloco.

My suspicion is that whenever the advancement with the "double worker productivity" ticker is discovered (i.e., in my mod industrialization) the hard coded game replaces all the workers with modern workers. Because I used the multi-tool to develope the engineer off the frame of the worker, I think the game is treating my engineers as regular workers.

Has anyone seen this or developed a work around?
 
Are you using the engineer graphic as a replacement for modern worker or are you making the engineer as an upgrade for the modern worker?

If you are just using the graphic as a replacement for modern worker here is what I suggest you do (which is how I do it ;) ) :

1) Unzip the engineer flcs into worker industrial ages.
2) Rename worker industrial ages folder to say, worker temp
3) Rename worker modern times (both folder and ini file) to worker industrial ages
4) Rename worker temp to worker modern times and rename engineer.ini to worker modern times.ini

If you make engineer as an upgrade for worker, then you need to upgrade the worker just like any other military units before the engineer graphic will show. :king:
 
I did want to make the engineer an "upgrade" from the worker and settler because I was giving them a movement of two and the ability to settle cities.

Here's what I tried last night and what I saw. I realized I needed to tinker with the modern worker and industrial worker folders. If you just make the Engineer an upgrade, the units upgrade in the sense that their title and stats change, but the modern worker graphics are the only ones shown.

I put my engineer files in the industrial worker folder, pretty much like what you suggested, but I got some weird results. Regular workers became engineers, which was not too surprising since I was in the industrial age. Engineers (i.e., workers who I paid to upgrade), however, reverted to the modern worker graphics. That was quite surprising.

So... the ideal goal is to get all the workers looking like they normally do UNTIL I upgrade them, and then have them looking like engineers. I, of course, also want the upgrade to change their stats and abilities. I haven't played with this enough yet, but I'm not sure if my ideal is attainable.
 
So with Dark Sheer's technique, the engineer graphics appear when you hit modern times, but gameplay is unaffected. It's an elegant solution, but I would like to be able to tinker with the stats and make it an actual "upgrade." Let me know what you guys can figure out.
 
Can't you just set the engineer up to be a new unit that becomes availble during the Industrial or Modern Era. Then set the worker and settler units to upgrade to Engineers when they become available. Once available, you should only see engineers in the build qeue. Or is it more complicated than that?
 
Using the civcopytool, you have to base the Engineer on the worker unit, or you won't have the terraform AI option available. From what I can see, any unit based on the worker will switch to the icons in the industrial and modern worker folders as the ages pass.

So it is a bit more complicated, sadly. Maybe using the hacked civeditor there would be a way to create a totally independent unit that could still have the terraform AI option available. I haven't used that program so I don't know.
 
Originally posted by JeffNebraska
Using the civcopytool, you have to base the Engineer on the worker unit, or you won't have the terraform AI option available. From what I can see, any unit based on the worker will switch to the icons in the industrial and modern worker folders as the ages pass.

So it is a bit more complicated, sadly. Maybe using the hacked civeditor there would be a way to create a totally independent unit that could still have the terraform AI option available. I haven't used that program so I don't know.

As long as you check all the terraforming option including automate, the terraform box will open up and you can select it. By choosing all I mean every single option other than Build City. Of course, if you would like the engineer to build city as well then check that also and settler option will also open up. ;)

So, you do not need to use Civ3MultiTool to copy worker, copy of any unit will do. In fact, using alt-a in Civ3Edit will do as well. :king:
 
Okay. Here's the final hurdle.

Let's say I use the editor to add the engineer, based off the model of the warrior so it won't get altered by the hard code. But, I'm currently in the middle of a large game that includes the engineer, based off the worker. Would it be possible to remove the old engineer and insert the new one without losing the ability to load my save game?

I don't own the hacked civ editor, but I will need that to remove any of my added units, won't I?
 
Originally posted by Ed O'War
Can't you just set the engineer up to be a new unit that becomes availble during the Industrial or Modern Era. Then set the worker and settler units to upgrade to Engineers when they become available. Once available, you should only see engineers in the build qeue. Or is it more complicated than that?

I agree with Ed. In the creation of the unit I never used CivCopyTool.

I have mine set up as a separate unit. Just went into the editor and hit add. Then added my own civilopedia text that was in the zip file.
I set settlers and workers to upgrade to Engineer
Engineers become availble after motorized trans.
when modern times come, workers change to modern workers
then these workers can be upgraded to engineers

(this has not been tested, but I will test it tonight)

I designed the unit to be separate from the worker since it has the ability to settle cities. The engineer does away with the settlers and workers.
 
Originally posted by JeffNebraska
Okay. Here's the final hurdle.

Let's say I use the editor to add the engineer, based off the model of the warrior so it won't get altered by the hard code. But, I'm currently in the middle of a large game that includes the engineer, based off the worker. Would it be possible to remove the old engineer and insert the new one without losing the ability to load my save game?

I don't own the hacked civ editor, but I will need that to remove any of my added units, won't I?

If you make changes to civ3mod.bic, your saved game wont load.

However, this is what I do:
- I never alter civ3mod.bic
- I add all my units to a file I created called MyCiv.bic
- When I start a new game, i just load Myciv.bic as a scenario.
- This way I can make changes to MyCiv.bic and still be able to load my saved games.
 
Back
Top Bottom