2) don't do that with buildings where a civ has an UB for that type (e.g. barracks, because the Zulus have an UB), because there has to be a bug somewhere in the .dll, it doesn't work properly then.
2) don't do that with buildings where a civ has an UB for that type (e.g. barracks, because the Zulus have an UB), because there has to be a bug somewhere in the .dll, it doesn't work properly then.
3) I'm not sure this will work because I haven't tried it, but you might be able to give the tactical nuclear missiles their own SpecialUnit type instead of SPECIALUNIT_MISSILE, but that would mean that anything that carries SPECIALUNIT_MISSILE already wouldn't be able to take t. nuke missiles anymore. Essentially, you'd be dividing all missile carrying ships into "nuke" and "non-nuke".
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A work around that i thought about after reading this was to create a new special class of missiles.
So u have spcunit_missile, which is guided missiles and tactical nukes,
Then i have spcunit_missile2 which is a copy paste of a guided missile except for the special tag and the name tags changed?
Another question i had was of city production. Right now even if i have more production than i need for something, i can only make a max of one thing per turn per city.
Is there a way that if i have 4 units qued up that take 50production each and i have 200production in my city, all four units will be made in one turn?
1) activate animations in the graphics settings
2) I think the text has to be changed in the original text files/you have to copy the TXT_KEY_ tag over, because it's not dynamically linked ingame.
And: GameInfo\VoteInfo or GameInfo\VoteSourceInfo