Welcome,
Guest
. Please
login
or
register
.
Did you miss your
activation email
?
1 Hour
1 Day
1 Week
1 Month
Forever
Login with username, password and session length
News:
Please help making MegaGlest rock-stable by testing the
pre-release snapshots
.
Home
Help
Search
Login
Register
MegaGlest Forum
»
Modding and game content creation
»
Mods
»
Taking units out of the game
Pages: [
1
]
Print
Author
Topic: Taking units out of the game (Read 1314 times)
discodowney
Guest
Taking units out of the game
«
on:
1 October 2010, 12:12:43 »
Can anyone tell me how to take out units from the game. Im just trying to get my AI going while only having to worry about 2 units to start with. Once thats done ill start adding back in the units ive removed.
Logged
John.d.h
Moderator
Airship
Posts: 3,757
I have to go now. My planet needs me.
Re: Taking units out of the game
«
Reply #1 on:
1 October 2010, 12:45:26 »
Not entirely sure what you mean. Are you trying to change the starting units, or remove units once the game is in progress?
Logged
https://github.com/johndh/Dark-Magic
My stagnant projects:
Solunar
;
Project Green
;
Project Red
.
My free art:
OpenGameArt
discodowney
Guest
Re: Taking units out of the game
«
Reply #2 on:
1 October 2010, 12:58:59 »
Sorry. In the code. Id prefer if i could just remove the units from the game entirely. So i only want the Tech side to have, in the beginning, the foot soldier and archer.
Logged
John.d.h
Moderator
Airship
Posts: 3,757
I have to go now. My planet needs me.
Re: Taking units out of the game
«
Reply #3 on:
1 October 2010, 14:15:01 »
Open up tech.xml (or whatever faction you want to alter). It should be self-explanatory from there.
Logged
https://github.com/johndh/Dark-Magic
My stagnant projects:
Solunar
;
Project Green
;
Project Red
.
My free art:
OpenGameArt
Print
Pages: [
1
]
MegaGlest Forum
»
Modding and game content creation
»
Mods
»
Taking units out of the game