- CONTEXT -
Today is a great day (or was it yesterday when I ran a half marathon in 1h39min?) - I have managed to create my first test scenario with a working script providing special victory (and defeat) conditions and other special stuff
But there remains a lot to do before I have a script containing all that I want for the REAL scenario I am working on. FYI, the test scenario takes place during Epoch II (Copper Age).
- OBJECTIVE -
To disable selected research, buildings and units at the initialization stage of the script.
- EXAMPLE -
Working example: SetTechEnabled(HUMAN_PLAYER, "Fortress", false);
- ISSUES -
-> Disabling buildings: I need to disable wonders, but SetTechEnabled(HUMAN_PLAYER, "Wonder", false); doesn't work
-> Disabling units: I need to disable units like the spearman BUT not the maceman, but SetTechEnabled(HUMAN_PLAYER, "Spearman", false); doesn't work
Note: SetTechEnabled(HUMAN_PLAYER, "Scout", false); does work
In general, where does one find the ID name of a generic unit / building for script work?
-> Disabling research of technologies: I found in a tutorial on scripting the following (slightly adapted for Epoch II)
Code: Select all
SetTechEnabled(HUMAN_PLAYER, "Military2_1", false);
SetTechEnabled(HUMAN_PLAYER, "Military2_2", false);
SetTechEnabled(HUMAN_PLAYER, "Military2_3", false);
SetTechEnabled(HUMAN_PLAYER, "Military2_4", false);
Note: SetTechEnabled(HUMAN_PLAYER, "Main3", false); does work (for preventing progress to next epoch).
As always, any help is much appreciated!