Originally posted by Aldaron
Is it possible to avoid a settler or engineer to funding cities and manteining the rest of their caracteristics?
This is a very justifiable question because you'd think designers would have separated the 'settle' role from the 'improve' role or at least given terrain a 'settle' flag (see Civ3). The fact is that there is absolutely no way of preventing Settlers from founding cities. When designing scenarios, most people just give each player x number of Settlers and that's it, thus using them to Settle will leave you without the ability to improve terrain. You could also use Civ2's macro language (Event.txt) to alter terrain via the CHANGETERRAIN action.
The only thing you can do where the actual unit is cocerned --if you have Test fo Time-- is to give all terrain except 'suburbs' (i.e. rename some terrain type and place it covering all squares within 2 squares from each city) impassable. Then give all units except the Settler the 'override impassable' flag (bottom of Rules.txt file --only available in ToT). Settlers will then be limited to operating within an area 2 squares from each city (you can still settle in that area, but your other cities will lose working tiles if you do).
Is possible to add more terrains? I mean another *.gif such as terrain3.gif or something similar?
Again, you need ToT. You can't add any to the already existing 11(12?) but you can create seperate terrain for the other maps, if any (note: this multi-map feature is only available in Test of Time).
Originally posted by o'brien
ive done a scen its a water battle but the other side just mills around there ment to attack is there any way to get them to attack ive heard of Events.txt but i dont know wat to do with it
Read the file named "Macro.txt" in the Civ2 folder. That should clear up what you need to know about events.
In answer to your question:
You should first note that the MOVEUNIT action (which is what you would use to get the units to "attack," only has an effect when a unit is first created via events. So, if you want to move those already existing units, this will not work.
What I would do is to use the CREATEUNIT action to create 1 enemy ship at a location near your own ships. The AI tends to only attack when it can see a target (unless its attacking a city), so this will attract them.
The other thing is to just create ALL the enemy units where you want them to attack, but that might make your scenario seem a little too scripted. I think that covers it. Anyone feel free to correct me if I'm wrong.