Morten Blaabjerg
Settler
* caravans that can go into barb cities, even if the cities are built in the sea, even though other units cannot
* invisibility flag incompatible with barb missile units
* invisible barb cities with range one missile units that caravans can go *bump* into and deliver their goods (did I mention that one?)
* "the weather forecast" -watching barb thunderstorms and mosquito swarms roam about each and every turn, monitoring their every movement
* how on earth to reasonably set up unusual encounters within the limitations of this hard-to-please lady of the civ2 engine. I'll be grey haired before I get 30.
Any input?
* invisibility flag incompatible with barb missile units
* invisible barb cities with range one missile units that caravans can go *bump* into and deliver their goods (did I mention that one?)
* "the weather forecast" -watching barb thunderstorms and mosquito swarms roam about each and every turn, monitoring their every movement
* how on earth to reasonably set up unusual encounters within the limitations of this hard-to-please lady of the civ2 engine. I'll be grey haired before I get 30.
Any input?
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). The unit picture shows him carrying guns or ammunition. When this unit arrives at the target city, you get half his shield cost when you disband him. If you make this unit require twice the number of shields that it would need to build a rifleman, then you can disband the bearer and "convert" him into a rifleman, or half the city walls or whatever. This would still reward the player for getting as many bearers throught the jungle as possible, and also give more freedom of choice when you get the bearers to the other end. Basically what I propose is that the bearers have stats like: 150 shields, 0 attack, 1 defense, 1 movement, and no special abilities. What does anyone think?