medicalstill.blogg.se

Civ 5 in game editor delete barbarian units
Civ 5 in game editor delete barbarian units











  1. Civ 5 in game editor delete barbarian units how to#
  2. Civ 5 in game editor delete barbarian units full#

These are the units which will appear as barbarians as long as you goodie huts:Īrcher, Fanatic, Partisan, Rifleman, Horseman, Chariot. I have divided the possible barbarian units into two groups based upon information from the definitive resource for barbarian activity, The Barbarian Paper by William Keenan. An acceptable level of complexity is having village level barbarians only. Unless you are doing a barbarian-centric scenario, I suggest you avoid them completely by choosing 'villages only' in the set-up and disabling goodie huts. I once did a World War II scenario where a tank barbarian would appear in the sea and stay there. If you do not plan your unit slots properly you could have hero units appearing as barbarians or barbarians of the wrong technology level appearing at the wrong time. The appearance of Barbarians can cause lots of problems. A "you can now build railroads" message will appear when engineers become available. This is both a Special Slot and a Semi-Special Slot. The only point to note is that a paratrooper message will appear when this unit becomes available. Other slots set to a 'trade' role will only result in a caravan type unit.įurthermore, there are 'Semi-Special' Slots, which are basically slots which trigger messages:Īny slot can have a nuke but this slot affects the diplomatic screen with words like: "our words are backed by nuclear weapons." Also, the explosion of a nuclear device is linked to this slot. Only this slot allows the double bonus on trade routes. Other slots set to a 'diplomacy' role will only result in a diplomat type unit. Only this slot allows the extra spy functions (like plant nuke if you are communist). Should a tribe switch out of fundamentalism, the build orders may switch to the unit in the riflemen slot as a first option if this is possible. Only fundamentalist governments can build this unit – irrespective of whether 'free support under fundamentalism' is checked. This slot also has 'semi-special' characteristics. Other slots set to a 'settle' role will only result in a settler type unit. Only this slot allows a ground unit with settle role to have engineer speed (of terra-forming not movement) and building (e.g.

civ 5 in game editor delete barbarian units

Please refer to Using Your Units by Mike Daumen, which explains the mystery behind these slots very eloquently. One possible way to escape from any complications is to make them air units with zero movements and pretend they are statues (with the appropriate graphics). They will still appear as barbarians if you have not eliminated barbarians, even if you set prerequisites to No-No. When I say "not use them", I mean do not make them available to the civilizations.

Civ 5 in game editor delete barbarian units how to#

If you do not understand how to use these two slots I suggest that you simply not use them. These two slots may have unexpected effect of making units with certain characteristics unavailable even when they are not obsolete according to the tech tree.

  • Maximize the different number of sounds you can field in your scenario by grouping you units in the correct slots and using the correct domains and roles.
  • Minimize the difficulty involved with barbarians.
  • Make sure that the special slots you require are not used for other purposes.
  • To save the first timer some grief, this paper will attempt to explain some of the intricacies of creating the unit.gif file. Trust me, for my Star Trek: BAQ scenario, I had to do a major reshuffle twice.

    civ 5 in game editor delete barbarian units

    Then when you begin testing your scenario and barbarians run amok, there'll be a second round revisions. If you randomly put your units in the unit.gif file, then work on the tech tree and unit prerequisites leaving the sounds till the end – I can almost guarantee you that you will be in for a rude shock and lots of extra work at a later stage.

  • Making the scenario very different from a traditional Civ2 gameĪfter your initial thoughts about the general outlay of your scenario, the first thing you must do is set up the units according to a set of guidelines (one version of the guidelines is given later).
  • Having as many different sounds as possible.
  • Civ 5 in game editor delete barbarian units full#

    This is assuming that you wish to do a full potential scenario by: 4.8 Group 8 – Destroyer, Cruise, AEGIS and BattleshipĪfter learning my lesson the hard way, I have decided that a good scenario has its foundation in the unit.gif file.4.7 Group 7 – Armor, Cannon, Artillery and Howitzer.4.3 Group 3 – Horseman, Chariot and Crusader.4.2 Group 2 – Marine, Fanatic, Paratrooper and Mech' Infantry.4.1 Group 1 – Partisan, Alpine and Rifleman.













    Civ 5 in game editor delete barbarian units