editing unit capabilities/adding units

hoonak

Keeper of Odd Knowledge
Joined
Dec 27, 2002
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I want to add an additional engineering unit to the game, something faster to speed up end-game engineering functions. I have edited rules.txt to add the unit, but the unit does not get the "transform" option. Is there a way to add an extra unit with that function? Secondary question- If I increase the movement rate of engineers, will that increase the speed at which they work on projects like terraforming?
 
hoonak said:
I want to add an additional engineering unit to the game, something faster to speed up end-game engineering functions. I have edited rules.txt to add the unit, but the unit does not get the "transform" option. Is there a way to add an extra unit with that function?
In versions MGE or less, only a unit in slot 2 can possess engineering abilities, so you're stuck with just the one. In ToT, any unit with the settler role can be given engineering abilities. This is done by editing column G of the @UNITS_ADVANCED table in rules.txt.

hoonak said:
Secondary question- If I increase the movement rate of engineers, will that increase the speed at which they work on projects like terraforming?
No.
 
Thanks to both-
ElephantU: point taken.
Wobbegong: snazzy answer. thanks.
 
I suppose if he wanted to change the transform rate (under @COSMIC), and rates for irrigation and mining (under @TERRAIN) in the late-game he could swap rules files at some point – a bit ungainly though.
 
Stacking engineering units will speed up the work rate; by stacking enough of the critters I've been able to turn a mountain into a molehill in the space of one turn. In Civ II Classic I think the engineers are the only ones able to Transform things without tweaking the basic programming. I'm new to this place so I don't know enough about the newer versions of Civ II. Oh yeah, PS I've created a dredge unit for my single player games;
great for reclaiming land from the ocean.
 
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