Another question (hopefully Catfish can help with this):
Are there any tutorials on Advanced unit fields in TOT, and what can be done with them?
tribe may build' mask: does this mean I can restrict units to certain tribes?
Edit: figured out tribe may build mask - very useful, makes tech tree design seem far easier and less of a headache.
New question:
How come graphics in the improvement.bmp are not loading in my scenario file? Do I have to do something similar with the units in the rules.txt, and if so in what file?
OK, I'm confused. If you're referring to text preceded by a semi-colon, then the rules.txt file is full of them, so yes to that. Or are you referring to something else?
Yes, links were provided in your 'required reading' thread. There are also comments in the rules.txt file. I'll reproduce those here, as there's a missing line in the Original game file.
Code:
; Advanced unit fields
; A) 'tribe may build' mask: 0 - can't; 1 - can
; B) 'not allowed on map' mask: 1 - not allowed on map
; C) minimum bribe amount: n - minimum bribe; 0 - don't care; -1 - can't bribe
; D) 'build transport site' mask: 1: can; 0: can't for each site type
; E) 'use transport site' mask: 1: can; 0: can't for each site type
; F) native transport ability: 1: can; 0: can't for each map relationship type
; G) General flags
; 00000001 invisible until attack: 1 - invisible
; 00000010 non-disbandable (human players only): 1 - cannot disband
; 00000100 0-range-air-unit damage override: 1 - override damage
; 00001000 barbarian units can't be bought off: 1 - can't buy off
; 00010000 impassable terrain override: 1 - override impassable terrain
; 00100000 unit acquires engineering abilities 1 - engineer
; 01000000 barbarian unit will not expire: 1 - no expire
; 10000000 override .SPR file for this unit: 1 - don't use .SPR
Most flags in column G are self-explanatory, but I'll add a couple of comments:
0-Range-Air-Unit Damage Override refers to the attrition suffered each turn by helicopter-type units.
Invisible Until Attack units can be detected by right-clicking map tiles.
Impassable Terrain Override: air units automatically override impassable terrain. The only application this flag has for air units is to allow them to spawn on impassable terrain via CreateUnit events. Not possible otherwise.
Thanks again Catfish - sorry for asking so many question, it's just quite a lot to go through and it's easier for me to wade through it via asking questions: rest assured, I'm a fast learner and all of this does help.
Edit: What then is the point of the improvements.bmp?
Is it just there as a guide for scenario designers?
the larger icons from improvements.bmp are used in the city screen (the standard one for Test of Time, not the classic one - toggled via City Layout in the View menu) and in various message boxes from game.txt, eg, @HOCKTHIS, @NOTRANSPORTER and @BATTERY
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