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Probes that see but not touch

Discussion in 'Civ4 - Star Trek Mod' started by Tirane, Feb 1, 2011.

  1. Tirane

    Tirane Chieftain

    Joined:
    Jan 26, 2011
    Messages:
    16
    Location:
    Davis, CA
    How can I modify the probes to they can see goodie huts and inhabited planets and move into them without triggering them. If I set NO CAPTURE to 1 it didn't seem to make a difference. How can I set it so it can move into the square but not trigger the "hut"?
    Code:
    <UnitInfo>
    			<Class>UNITCLASS_PROBE</Class>
    			<Type>UNIT_PROBE</Type>
    			<UniqueNames/>
    			<Special>NONE</Special>
    			<Capture>UNITCLASS_PROBE</Capture>
    			<Combat>UNITCOMBAT_PROBE</Combat>
    			<Domain>DOMAIN_LAND</Domain>
    			<DefaultUnitAI>UNITAI_EXPLORE</DefaultUnitAI>
    			<Invisible>NONE</Invisible>
    			<SeeInvisible>NONE</SeeInvisible>
    			<Description>TXT_KEY_UNIT_PROBE</Description>
    			<Civilopedia>TXT_KEY_UNIT_PROBE_PEDIA</Civilopedia>
    			<Strategy/>
    			<Help/>
    			<Advisor>ADVISOR_MILITARY</Advisor>
    			<bAnimal>0</bAnimal>
    			<bFood>0</bFood>
    			<bNoBadGoodies>1</bNoBadGoodies>
    			<bOnlyDefensive>1</bOnlyDefensive>
    			<bNoCapture>1</bNoCapture>
    			<bQuickCombat>0</bQuickCombat>
    			<bRivalTerritory>0</bRivalTerritory>
    			<bMilitaryHappiness>0</bMilitaryHappiness>
    			<bMilitarySupport>0</bMilitarySupport>
    			<bMilitaryProduction>0</bMilitaryProduction>
    			<bPillage>0</bPillage>
    			<bSpy>0</bSpy>
    			<bSabotage>0</bSabotage>
     
  2. deanej

    deanej Chieftain

    Joined:
    Apr 8, 2006
    Messages:
    4,859
    Location:
    New York State
    There is no XML setting for that; you have to create one via the SDK or use python to prevent them from moving into tiles with goodies. bNoCapture refers to cities and workers.
     

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