giving spells to units

micmc

Warlord
Joined
Apr 17, 2004
Messages
179
Location
atlanta ga usa
please forgive the ignorance of this:

how do you join a spell onto a unit? meaning making it castable for that unit type?

**just side note: to the designers, guys you returned my love of civ in such a way I just can't express it without getting soppy. the more I explore what ya'll have done the more I am impressed.
 
If you want to enable a current spell to an additional unit, the best method is to copy the XML for the spell, remove all the Pre-reqs, and insert a Pre-req for the Unit or Unitclass which you want to have the spell. If it is a new spell, just set that pre-req
 
ok.
So if you wanted to have multiple units capable of throwing the same spell, you'd need to cut n paste the spell, rename, then add in your prerequite's...or are there "spellclass" (an overiding factor like with buildings or units) or python stuff that needs to be worried about? I can see work arounds but would rather not unbalance the civ's, except in a huge general way by throwing the entire game out of balance (cleary :)

what I want to do: is return to the days of Yor...or civ2/1 in this case and let settlers/workers rejoin cities again. Some of us love our supercities
 
Well, if you are applying the spell to a LOT of units, one of the easier ways to do it is to create a new promotion which is automatically granted to the units (and probably not available any other way) who you want to cast the spell, then allow that promotion to let the units cast the spell.
 
Back
Top Bottom