Moding and Editor Question Thread:

Derf, I see problems with changing the captured unit from worker to settler. But then we are limited to only one possibility in that area. I should have remembered that because I had changed that before and it also effects the "unit" that can be presented in negotiations.
Virote that is very interesting I never thought to think how population cost effects that.

@Derf & BK - A captured Settler is automatically turned into two workers. That having been said, I keep hearing that only the unit in the #2 slot (i.e., the Worker) can be traded.

Best,

Oz
 
I can confirm that this (the 2nd slot=trading thing) is wrong :)
You are correct
So what criterion makes a unit tradeable? :confused:
People thought it was the number 2 slot because the worker by default occupies that slot.
In the general settings you can set the default captured unit which is also tradeable.
 
People thought it was the number 2 slot because the worker by default occupies that slot.
In the general settings you can set the default captured unit which is also tradeable.

So BOTH the #2 slot and the "Enslave" result unit are tradeable? (We really need to differentiate between "Capture" and "Enslave" here ...)
 
It is not the number 2 slot but the unit assigned as the default capture unit. If the "enslaved" unit results in is set to worker then it is trade able.
Unless I am missing something.
 
I don't think that I properly explained my intention, I want to make a Settler style Unit and preplace it in Barbarian Encampments.

When the AI captures the Encampments, it should use the Settler to found a New City on the same spot.

This could be used to represent the conquest, and assimilation of indigenous tribes and people.
 
Under the regular rules Civ's that are expansionist have a higher chance of getting a settler from a barbarian camp allready.
 
Your talking about something completely different.
Those are Goody Huts, not Barbarian Encampments!!
 
Well you could always place goodyhuts then. However as to whether or not barbarian settlers can be captured I do not know. Do a quick test by setting a biq to debug mode and add some barbarian settlers to the map and see what happens.
 
Well you could always place goodyhuts then.

The problem with using Goody Huts is that thay are random, even the Expansionist Civ's don't :rolleyes: always get Settlers.

However as to whether or not barbarian settlers can be captured I do not know. Do a quick test by setting a biq to debug mode and add some barbarian settlers to the map and see what happens.

I'll :goodjob: do just that tomorrow, will report the results.
 
You cannot capture Barbarian Settlers by default - they will also turn into workers. You can, however, make a new Settler, make it available to everyone, but require a resource not available on the map (or, a resource which will be available at a later date, but by this time, have this "Settler" upgrade to another unit)

Just remember to keep the Settler's population cost as 0! (although you'll need to flag is as "join city" if you want the AIdiot to use it, not that they'll ever use it to join cities anyway!...)
 
A question have I.

Civ X and Civ Y have access to the same tech. Said tech enables Building x and Building y. I would like Civ X to be able to build Building x but not Building y, while having Civ Y able to build Building y but not Building x.
My question is: what are all the possible ways of doing this (if any)?

Thanks in advance. :)
 
A question have I.

Civ X and Civ Y have access to the same tech. Said tech enables Building x and Building y. I would like Civ X to be able to build Building x but not Building y, while having Civ Y able to build Building y but not Building x.
My question is: what are all the possible ways of doing this (if any)?

Thanks in advance. :)


I don´t know, if I can tell you all possible ways of doing this, because I don´t know everything. But I can tell you how I did it in CCM (Civ Complete Mod) and another much more complicated way how to achieve the same result. :)

In CCM I wanted that the two machinegunners, that are available with Civ Complete (the German and the US-one in the PTW Extras) are beeing autoproduced by buildings that are available with the tech "Totalitarism" as they have much better defense values as the normal infantry units.

I gave the Germans an Era-None-Tech called "German Flavour" which let them build a very cheap special building, the German flag.


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Then I set the building, that should produce the US-machinegunner for 30 civs to be available with the tech "Totalitarism" and to go obsolete with the Era-None-Tech "German Flavour" that is only available to Germany.


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Then I set the building, that should produce the German-machinegunner, to be available with the tech "Totalitarism" and with a German flag-building as perequisite. Now both buildings are visible on the techtree.


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A more complicate way with the same result would be, to give all the other civs also an flag with a special era none tech that is needed as a perequisite for the building that should be available for 30 civs.

A small advantage of that methode is, that now the standard-building for 30 civs can go obsolete with a technic in the future.
 
Then I set the building, that should produce the US-machinegunner for 30 civs to be available with the tech "Totalitarism" and to go obsolete with the Era-None-Tech "German Flavour" that is only available to Germany.

Could you have also set the German Machine Gun Factory to go obsolete with an Era None "US Flavor" tech, rather than have it require the German Flag? Would that have allowed a German Machine Gun factory for Germany and an American one for the US (and everyone else)?
 
all of my biq files got switched to civ3QEdit.document files will it still work right? it even affected my zipped backups!
 
Could you have also set the German Machine Gun Factory to go obsolete with an Era None "US Flavor" tech, rather than have it require the German Flag? Would that have allowed a German Machine Gun factory for Germany and an American one for the US (and everyone else)?

In that case you have to give the "US Flavor" tech to 30 civs. Otherwise these 30 civs (or any civ that doesn´t have the "US Flavor" tech) would produce both buildings. :)
 
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