Is there any way to mod diplomatic actions? I'd like to create a "poacher" unit (or tech) that allows you to steal food from enemy cities.
Nope, sorry, can't be done.
-Oz
Is there any way to mod diplomatic actions? I'd like to create a "poacher" unit (or tech) that allows you to steal food from enemy cities.
I have more questions already:
Untradeable Tech Y requires untradeable hidden (no era) Tech Z. Civ A begins the game with Tech Z, while Civ B does not. Without Tech Y, will Civ B be able to advance to the next era?
Given the above, assume Tech Y is in Era 2. Civ B has the 'Scientific' civ trait. Upon entering Era 2, could Civ B have been given Tech Y for free?
Also, assume Civ B builds the Great Library. If either Tech Y or Tech Z are owned by two other civs, could Civ B be given Tech Y or Tech Z for free?
Does anyone have a link to a terrain creating guide, or know of a program I can use to make my own terrain?
Specifially, I'm looking to create some space terrain where the space is a land tile, as opposed to the space being an water tile like in Vadus' Space Empires. I tried just renaming the WOOO.pcx files but the xdgc.pcx type ones are messing me up.
I'm trying to limit the number of a particular unit that can be built by each civ. I have some questions concerning how I'm going about this, and I'd like to know if anyone knows if this will work / work the way I want it to:
On the general settings page, I set 'Cities Needed to Support an Army' to 1. Back on the units page, I've selected 'Army' under Unit Abilities for my unit. Will a civ now be able to build the same number of that unit it has cities?
For this unit, 'Army' under AI Strategies is unchecked, and Transport Capacity is set to 0. Will this unit act as and be used (by the AI) as just a regular unit?
Would there be any complications in having this unit in the game as well as an actual army unit?
Would there be any complications in having several units like this?
Remember that you cannot give units flagged "army" an attack or defense value...
I have a question:
How do you make some techs in the tree invisible to some civs and researchable to others?
Remember that you cannot give units flagged "army" an attack or defense value...
Oh... darn.
Well, thanks, Virote & Meteor Man.
Does anyone know of any other ways to achieve something like this (to limit the number of a particular unit a civ builds to just a handfull)?
The coastal fortres is allways destroyed if an enemy ship bombards the city successfully where it was placed. So what will happen if the coastal fortress was created by a wonder (place coastal fortress in all cities). Will every turn the first bombardment by a ship be prevented or will any naval bombardment be prevented (as the building is always "recreated" by the wonder)?
You can't? Really? I wouldn't be so sure... However, there's no guarantee it has an effect in game.Remember that you cannot give units flagged "army" an attack or defense value...