This may not be any help to you but what I do with the AI is to spawn immobile 'garrison' units in any cities it captures (AI doesn't rehome immobile units).
As for keeping AI offensive units from rehoming, this is what I do:
- Create inaccessible city with 1 shield.
- Spawn AI offensive unit (set to go to next enemy city).
- Set homecity to inaccessible city.
- Time how long it takes for unit to get to enemy city.
- Spawn new offensive unit when previous unit attacks/captures enemy city.
- New offensive unit is set to appear at the next city in line.
- New offensive unit is also homed to inaccesible city so previous unit disbands.
The result is that offensive units will attack and then capture enemy cities but will not have time to rehome.
That would be very difficult to maintain in my scenario (ie, require a lot of events space) if I want to achieve the results I'm after. I'm not entirely sure it's doable (for the Winged Nazgul, anyway). Although I probably can't apply it to my situation, I'm sure someone can make use of these ideas; so it's all good.
Edit: A bit posthumous maybe, but it's not worthy of a bump. I was just sniffing around these old threads and thought I'd add a postscript for those who might find the info here useful. For the solution to my problem with regards to preventing negotiations at a specific point in the game, I ended up using the Negotiator action. Why hadn't I thought of it before? Well, I'd forgotten it existed. When scanning my ancient printout of the macro.txt document I'd always read the heading 'Negotiator:' as 'Negotiation' and continually overlooked it as a result. Duh. Whenever I sought out Negotiation, I always looked in the trigger list. I'm surprised nobody offered it up as a solution. Things are much simpler now.
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