Topic Subject:How can start a game with a specific building
AFFA the Cleric Squire
posted 06-05-13 05:06 PM CT (US)
Sorry for the eventually misunderstanding of this topic's title, but i want to know how can i able a civ to start a game with a building, for example a market(like the AoFE Incan civ bonus "begin with a turkey")...
Thanks in advance!
[This message has been edited by AFFA the cleric (edited 06-05-2013 @ 05:09 PM).]
Author
Replies:
AnimalMan Squire
posted 06-05-13 05:14 PM
CT (US)
1 / 7
create an invisible building that has annexed x2 invisible spawners.
Invisible Building is the head unit of: 1. Spawner should Stack Unit : Scout Cav 2. Spawner should Stack unit : Market Both Spanwers Annexed to Invisi Building.
Go into your XML file
Change the Scout unit to the ID of the invisible building.
Start Game
Done
Note: ALL SPAWNERS SHOULD HAVE NEGATIVE HEALTH
[This message has been edited by AnimalMan (edited 06-05-2013 @ 05:16 PM).]
Cysion VIP Forgotten Empires
posted 06-05-13 05:36 PM
CT (US)
2 / 7
If you're checking in the FE data files, please check in the 2.2 ones, as the older ones had a bug on this behaviour (in certain situations, the game would crash)
Thanks, but i haven't the version with xml file, so it isn't possible to do... and another thing... if i do that you have say, the probability that the scout appear near a forest(especially in the Black forest map, that is my favourite ) cause the creation of the scout trapped in the forest, and same thing for the market...
@Cysion Nice to meet you! But your kind suggest is the same thing that animalman say... ________________________
So watch this video at 00:14 the guy say that the Italians start the game with watch tower... is the same thing of the incan turkey? I don't think because the tower is much far to the scout and to any other units...
[This message has been edited by AFFA the cleric (edited 06-05-2013 @ 06:13 PM).]
Hades85 Squire
posted 06-05-13 06:09 PM
CT (US)
4 / 7
The great cysion. First time here?
Leif Ericson Seraph Emeritus
posted 06-05-13 09:46 PM
CT (US)
5 / 7
No, this isn't his first time here. Cysion has posted here several times.
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[This message has been edited by Leif Ericson (edited 06-05-2013 @ 09:46 PM).]
John the Late Knight
posted 06-06-13 12:06 PM
CT (US)
6 / 7
Thanks, but i haven't the version with xml file, so it isn't possible to do...
You can use a civ bonus that upgrades the regular scout to the new invisble building unit.
Yes... but is the same thing, then with this your suggest i change the effect of the upgrade unit for the scouts upgrades, and i don't wan't a system with the annex unit etc... i prefere a way that for example enable a unit ID near my starting location by a techage with a specific effect like resource modifier.... i think... but i think also that this don't exist...
[This message has been edited by AFFA the cleric (edited 06-06-2013 @ 01:34 PM).]