Unique units using ToT's events.txt

MikeLynch

Just a Baker Street Muse
Joined
Oct 5, 2003
Messages
540
Location
The Bering Isthmus
Har-har, me again with yet another puzzle. I bet you're all sick of me by now.

So I've decided to enable Unique Units that any civ can get one -- and only one -- of, upon construction of a certain wonder. A sort of added incentive to build a certain wonder. Such a unit is unbuildable and unbribable, and slightly more powerful than others of its era.

Example:

Code:
@IF
CITYPRODUCTION
builder=Anybody
improvement=58
@THEN
JUSTONCE
CreateUnit
owner=TriggerReceiver
unit=H.M.S. Beagle
veteran=No
homecity=none
map=0
count=1
locations
25,35,0
10,15,0
50,32,0
18,46,0
50,62,0
32,38,0
40,15,0
10,35,0
58,30,0
60,26,0
endlocations
@ENDIF
The event works fine, but something troubles me.

If I set the unique units' prereq for "no," it won't show up in the Civilopedia. I'd like it to do so, or else the player has no idea what the unit's stats are.

I could create a Unique-Units-Tech advance and use civilize2/leaders2 to make that tech unresearchable, but I'm all out of available tech slots.

So I thought, "hey, I know, I'll make the Prereq be whatever the wonder's prereq is (in the above example, Railroad), but have the obsolescence tech be the same (Railroad)!" This way, you see, the unit is unbuildable, but it does indeed appear in the Pedia.

Problem is, every time I discover a new advance, it says something like
"Leonardo's Workshop upgrades all H.M.S. Beagle to H.M.S. Beagle"
if I have Leo.

Any way around this?? My creativity is about exhausted here!
 
ACK!
Sorry, I'm a moron. The answer was staring me in the face the whole time. The Advanced Unit properties, column A.

I will go hide now. :rolleyes:
 
Back
Top Bottom