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Thread: 'Special' units

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  1. #1

    Default 'Special' units

    How can I make heroic roman units non-recruitable during campaign, but given as gifts by the senate for completing missions?

  2. #2

    Default Re: 'Special' units

    My guess would be to restrict their availability in EDB to Rome(which is held by the senate) via a hidden resource, but still make sure they have in EDU the ownership of the other roman factions too.

  3. #3

    Default Re: 'Special' units

    The only trouble with using a hidden resource of Rome is that once the civil war happens and the player takes Rome, then they can recruit the unit.

    You could make them take 300 turns to recruit. No one will be getting one the normal way then.

  4. #4

    Default Re: 'Special' units

    I have an idea, haven't tested it though. What if you were to create a hidden resource, entitled whatever you want, but not give it to any particular city/region. If you made the unit in question recruitable in that hidden resource by the Romans, they would never have the chance to recruit, yet it would still be "trainable". A potential work around? Again, not tested, just a thought.

  5. #5

    Default Re: 'Special' units

    It works for buildings that you do not want the player to be able to build, but rather give to the AI via scripts. It should work, but I am not sure how the Senate actually gives units.

  6. #6

    Default Re: 'Special' units

    I have an idea, haven't tested it though. What if you were to create a hidden resource, entitled whatever you want, but not give it to any particular city/region. If you made the unit in question recruitable in that hidden resource by the Romans, they would never have the chance to recruit, yet it would still be "trainable". A potential work around? Again, not tested, just a thought.
    I think I just might try that.

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