Question about Units

a couple of years ago I played around with building a "Lord of the Rings" scenario. I had the map layed out, the civs were dwarves, elves, orcs, etc. kind of neat stuff, but I wanted to find a way to limit the development or expansion of Sauron and his minions to his "imprisoned" section behind all the mountainous ranges (you have to see the map to understand).
 
a couple of years ago I played around with building a "Lord of the Rings" scenario. I had the map layed out, the civs were dwarves, elves, orcs, etc. kind of neat stuff, but I wanted to find a way to limit the development or expansion of Sauron and his minions to his "imprisoned" section behind all the mountainous ranges (you have to see the map to understand).
 
The post made by Civ2Veteran:
When I was making my Heroes scenario, there were 4 civ's(Behemoths, Angels, Devils and Titans).
Each one has is own tech tree. The first tech to research was:
Angels - Angelism
Devils - Devilism
Behemoths - Behemothism
Titans - Titanism
and as the tech tree evolves, the new units are available.
I did that (give the tech to respective civ with scen editor and then set the preq to No,No), but then the next tech (that comes from ex.:Angelism) becomes into a No,No tech too, so its owner (in this case the angels) can't research it.

How can I fix this?

b03(to friends)
 
i've tried that too...
it didn't work
i've read some articles in the Apolyton Scenario League, and it was wrote there that you can do a No,No tech, but you can't directly create improvements or units from it. You must create a (your tech symbol),nil tech from that one with No,No. then you create (four in my case) techs coming from that ***,nil tech and from those tech u make an individual tree tech to each civ.

thanks anyway kob

b03
 
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