Quit/Retire errors & land transport ?

frunobulax

High Sheriff of Catford
Joined
Jun 18, 2001
Messages
698
Location
London, England
A few questions...

1. I keep getting 'Really Retire?' when I go to Quit a game, using either the menu or the key shortcut. Is there a fix for this (for game.txt file...?) so I do Quit and don't Retire ?
I'm using a Mac btw :)

2. Secondly, is there a way to give a land unit the ability to carry other land units ? I'm trying to configure a basic army 'lorry' unit for my (almost completed) 'World War 3' scenario. Reason is - I ideally want it to be able to carry the non-moving Radar Early Warning unit I have (which sees x2 etc), so if/when one gets destroyed I can build a new one and have it driven to remote locations and left there (!!). This is probably impossible.... ! I don't want to give the lorry a 'flight' tag, as I don't want it to be like a Carrier and carry missiles or planes all over the place. I did think of one work-around, which is to not bother with the 'lorry' idea at all, and give the Radar unit the Paradrop capability (but still no movement)... maybe I've answered my own question here :crazyeye: but I would welcome any other ideas, as I like the idea of a lorry unit...
But, if I do give the Radar unit paradrop capability, that's probably not far enough distance from some cities - I'm thinking of the outlying arctic areas of Siberia. (Maybe I should just forget about replacing radar units and let em get destroyed once and that's that !!!) Sorry to ramble on here ;)

3. Finally - and I think I know the answer to this already - but can you have more than one unit with nuclear capability :nuke: ? the reason I ask is that I ideally wanted to have both a short range Battlefield nuke (4-6 move rate), and a long-range ICBM one... the latter with a move rate of about 32 ! If you design a unit with '99' as it's attack factor will that make it a nuke ? or is it, as I imagine, simply specific to that 'nuke' space in the Units file ?

Thanks in advance

Fruno
 
1. God knows. Try copying the original Game.txt from your CD in case you made any mods. Is this a recent occurence, or have you always experienced this. Ask a MAC user :) (like Henrik)

2. Ah, the one everyone wants. Can't be done. For the paradropping unit you can change the max range in the @Global part of your rules.txt

3. Yes you can. It's the 99 attack strength which determines nuclear units. N.B. Check the destroyed after attacking flag or you'll have that unit slots default sound association (like Jetcrash.wav)

Hope this helps

Come and join the SMAC project team!
 
Thanks Andrew !

Great news re. extra nukes !

Re. SMAC - kinda busy finishing this WW3 scenario and then in July/August I'm away for a month in Canada... but maybe after that...!!? What's the time frame for this ? (I read your thread about SMAC the other night... looks interesting... I'm good with sound, as that's what I do for a living !).

Re. paradropping Radar installations.. I think I'll leave 'em as they are.. if they get blown up then hey !

Re. Retire/Quit problem and game.txt file... I copied the original back across and still same problem !! Can't figure it out...
Henrik.. you out there !?
 
BTW, did you know that the max range of a given unit is determined by the road movement modifier? The base value is 127, so a road with a 1/1 modifier gives a unit a max range of 127 squares per turn. A 1/2 modifier is 63 squares (rounded down), and a 1/3 modifier is 42 squares (rounded down); 1/4 = 31, etc.
 
Back
Top Bottom