KingArthur..ok, I understand your reasons for the settings of the units I mentioned. Still, the cost of an exploding Sheep should at leat Kill one Zombie because it can only be used once. It takes 2 of them to Kill a Zombie and for that number of shields, a different Unit could be built that could Kill many Zombies and used until it Died.
As for the units_32...the units are mainly out of order for me, showing a different unit then what it is. I didn't see any Gatling Amazon at all for example. Not sure if this is only me and due to something I either do not have up to date or some other problem. I just downloaded the Latest Version.
The animation seem to be working ok with the Supply Drop...but how are you using them after you get them? They cannot be sent anywhere and just build up in the City with the Supply Drop Point. It is set as Immobile. There are many things not clear to me being rather new to your Scenario.
Concerning the Sewer Transport:
I am not Familiar with the telepad/teleport abilitiy in the cracked Editor.
What I am saying is that you place the Sewer Hole (or what ever you want to represent the Resource or Wonder) on the Map. Then you place a "City Unit" over it, which hides it. The City Unit is actually a Combo Unit with the Default as a City, Building or Structure. This City Unit can be set as a Zombie Unit for example and they won't have access to the Resource or Wonder under the City Unit because the City Unit is set as Immobile so Zombies could not build a colony there. When the City Unit is attacked, the Attack animation is any Unit you want that is animated Over the City, Building or Structure so it appears to be separate and comes out to Defend and fight. When that Unit Dies, the City, Building or Structure Dies and Both have separate death animations shown in the same Death flc. This Reveals what is under that City, Building or Structure.
No need to place Sewer holes all over the map because the animation would have the unit that is wanted for this type transport coming out of a Sewer Hole ANYWHERE withing the 8 square distance that is usable with paradrop. Just like using the ParaDrop only the animation for it would be the Unit appearing from a Sewer Hole that would also be a part of the animation. I see no need in having Sewer holes all over anyway.
"City Units" work with Scenarios because they are Pre-Placed on the map. They are Combo Units and can appear as what ever you want. They can also have any Unit Defending them that Pops out during the Attack animation. Resources or special things can be Pre-Placed on the map then Covered by placing the "City Unit" over them. Because the AI sees the "City Units" as a Unit, they will attack it IF they are at war with the Owner. So even a Structure could be used...for example..a stature or land mark that just sits there looking normal. When attacked, it could just slowly lose health and then when it is Killed it would have an animated Death flc that showed it crumbling and then Reveal what is under it. In this case, no Defending Unit would need to pop out. Anyway, many possibilities.
I think Using the ParaDrop with a special unit for the Survivors only that has an animation showing that unit coming out of a Sewer Hole could be useful. If you have any units that use the ParaDrop in the Scenario, they would not be affected because the Different "ParaDrop" animation would only be for the special unit. Of course you would have to have an Airport or change settings in the Editor that will allow ParaDrop for this special Unit. If the ParaDrop is not used in the Scenario, it could be changed to a "Use Sewer" command and only available to the one special unit. Tough to explain all of this in short but I have made "City Units" many times and they work well with Scenarios where you can Pre-Place them.
You can contact me to discuss this if you want... fe3333au can help.
For a "Particle Beam Transport" type, Here is a link to one I created for bhiit's M1 Mech Walker: http://forums.civfanatics.com/showthread.php?t=126362
Medieval Resistor sounds on this page: http://forums.civfanatics.com/showthread.php?t=52344
Here is a zip for the Gatling Amazon sounds (I call her Gatling Gal). the changed .ini, Large and Small.pcx files and units_32.pcx included. change and apply as you like:
As for the units_32...the units are mainly out of order for me, showing a different unit then what it is. I didn't see any Gatling Amazon at all for example. Not sure if this is only me and due to something I either do not have up to date or some other problem. I just downloaded the Latest Version.
The animation seem to be working ok with the Supply Drop...but how are you using them after you get them? They cannot be sent anywhere and just build up in the City with the Supply Drop Point. It is set as Immobile. There are many things not clear to me being rather new to your Scenario.
Concerning the Sewer Transport:
I am not Familiar with the telepad/teleport abilitiy in the cracked Editor.
What I am saying is that you place the Sewer Hole (or what ever you want to represent the Resource or Wonder) on the Map. Then you place a "City Unit" over it, which hides it. The City Unit is actually a Combo Unit with the Default as a City, Building or Structure. This City Unit can be set as a Zombie Unit for example and they won't have access to the Resource or Wonder under the City Unit because the City Unit is set as Immobile so Zombies could not build a colony there. When the City Unit is attacked, the Attack animation is any Unit you want that is animated Over the City, Building or Structure so it appears to be separate and comes out to Defend and fight. When that Unit Dies, the City, Building or Structure Dies and Both have separate death animations shown in the same Death flc. This Reveals what is under that City, Building or Structure.
No need to place Sewer holes all over the map because the animation would have the unit that is wanted for this type transport coming out of a Sewer Hole ANYWHERE withing the 8 square distance that is usable with paradrop. Just like using the ParaDrop only the animation for it would be the Unit appearing from a Sewer Hole that would also be a part of the animation. I see no need in having Sewer holes all over anyway.
"City Units" work with Scenarios because they are Pre-Placed on the map. They are Combo Units and can appear as what ever you want. They can also have any Unit Defending them that Pops out during the Attack animation. Resources or special things can be Pre-Placed on the map then Covered by placing the "City Unit" over them. Because the AI sees the "City Units" as a Unit, they will attack it IF they are at war with the Owner. So even a Structure could be used...for example..a stature or land mark that just sits there looking normal. When attacked, it could just slowly lose health and then when it is Killed it would have an animated Death flc that showed it crumbling and then Reveal what is under it. In this case, no Defending Unit would need to pop out. Anyway, many possibilities.
I think Using the ParaDrop with a special unit for the Survivors only that has an animation showing that unit coming out of a Sewer Hole could be useful. If you have any units that use the ParaDrop in the Scenario, they would not be affected because the Different "ParaDrop" animation would only be for the special unit. Of course you would have to have an Airport or change settings in the Editor that will allow ParaDrop for this special Unit. If the ParaDrop is not used in the Scenario, it could be changed to a "Use Sewer" command and only available to the one special unit. Tough to explain all of this in short but I have made "City Units" many times and they work well with Scenarios where you can Pre-Place them.
You can contact me to discuss this if you want... fe3333au can help.
For a "Particle Beam Transport" type, Here is a link to one I created for bhiit's M1 Mech Walker: http://forums.civfanatics.com/showthread.php?t=126362
Medieval Resistor sounds on this page: http://forums.civfanatics.com/showthread.php?t=52344
Here is a zip for the Gatling Amazon sounds (I call her Gatling Gal). the changed .ini, Large and Small.pcx files and units_32.pcx included. change and apply as you like: