Help me on objectives for civs

Encleadus

Chieftain
Joined
Jul 4, 2012
Messages
40
Location
England
Hi, 2 things

I want to be able to add a new feature, when a capital city is captured, after 3 turns I want 3 REBEL units spawning near the captured city (ppossibly 4 hexes away) as a retaliation attempt. (ONLY FOR AI though)


  • Modern era: 2 Mech Infantry 1 Rocket Artillerty
    Industrial 2 Infantry 1 Artillery
    Renaissance 2 Musketmen 1 Cannon
    Medieval 2 Longswordmen 1 Trebuchet
    Classical 2 Swordsmen 1 Catapult
    Ancient 2 Warriors 1 Archer

1.
These rebel forces are based on the civ that lost the city and if it was last city, perhaps the new civ could be e.g. Russian Rebels

If this is too far-fetched forget this question

2.

I was wondering how to create objectives for my scenario like the genghis khan one where it told you capture 3 civs in 10 turns. That would be brilliant and I would rather have this one answered.

please help me:badcomp::badcomp::badcomp::badcomp::badcomp::badcomp::badcomp:
 
1) "Borrow" the rebels idea from the Korean scenario (Turnsremaining.lua) - make sure "complete kills" is set to true (so you can have civs without cities) then when the capital is capture, make a note and then three turns later add the rebels where you want them

2) Look in the TurnsRemaining.lua file for the Mongol scenario - see also my turorial on converting a world builder map into a custom scenario as that will show you how to put up the "Turn Counter" popup at the top of the screen and also how to detect for victory/loss (the screen grabs are a little out of date as it was written pre-patch 674, but it's basically all there)
 
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