Editor help once again....

BeBro

King of the Krauts
Joined
Nov 2, 2000
Messages
1,924
Location
Germany
Í want that all civs start ONLY with the units preplaced in the editor. No extra settlers, workers, scouts, or whatever.

However, in my xcom mod sometimes it seems that some civs get units they never should be able to have. I checked several times the build lists - but those units I mean are exactly specified for only one civ - not for several, still others have them sometimes.

I suspect it depends somehow on the player properties (look att.). Should I check or un-check "Civilization Defaults"? Or any other ideas how to solve this? Any help would be great....
 
I think it is kind of default for civs to have worker/settler/scout (if expansionist).

So what I do is to click Settler, worker in starting units for EACH civ then make sure the number is done to zero. This does not interfere with editor-placed units.

BTW I haven't tried it with PTW 1.21 and later...
 
Somehow it is crazy. Some civs get units just set up exclusively for another civ. Not settlers workers or scout, I mean combat units. I have no idea what the cause is.....:(
 
maybe they get them from goody huts(or whatever you call them in your mod)
 
Hm, even more strange - I figured it out, but it doesn´t make much sense: After I changed something on the mod, the preplaced units changed too in the editor! For example, when I had placed BMPs for China in three cities, now they had Bradleys instead (similar with other civs/units)

No idea how that can be, but I changed it all back now. Hope it is fixed....
 
Originally posted by BeBro
Hm, even more strange - I figured it out, but it doesn´t make much sense: After I changed something on the mod, the preplaced units changed too in the editor! For example, when I had placed BMPs for China in three cities, now they had Bradleys instead (similar with other civs/units)

No idea how that can be, but I changed it all back now. Hope it is fixed....
did you delete any units? If you did all the unit below would move one slot up(I think).
 
I just exchanged two units (=their slots). Maybe I did something wrong then. But it seems ok now...

*crosses fingers*

;)
 
If you exchange two units, the internal identifier is changed also, so you may really exchange the two units.

Exemple : in the list of units you have
1- Archer
2- Swordman
3- Pikeman
4- Knight

You place a pikeman on the map (for the editor, it's unit nb 3)

First, you use the unit organizer of C3MT to exchange the Knight and the Pikeman.

The list is now :

1- Archer
2- Swordman
3- Knight
4- Swordman

For the editor, the place unit is still nb 3, so now it's a knight.

Now you add a warrior, and use Civ3MT to place it first, the list is

1- Warriro
2- Archer
3- Swordman
4- Knight
5- Swordman


Your unit is still nb 3, so now it's a swordman...
 
Didn´t know that. Always something new to learn while Civ3 editing....:)

Funny was the first longer test of the mod when I figured out that I had not enough resources placed for the AIs....those poor guys, lightyears ahead in the tech race, and still they couldn´t build all their nice units....:D
 
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