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Editing Emperor. Not frequently asked questions�


Anaditvan Nirgunatvat

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Greetings.

There is a 2-years old post containing a list of buildings and units that can not be built.

If somebody ever checked it out?..

▓ created some test units, with the same parameters as these from the list. They appeared to be pretty buildable...

Most of the difficulties were encountered when editing new units on the basis of Frigate and IMDropShip.

The game crashes when you try to build a unit with {Frigate = TRUE} property.

Can this property be replicated on a new Frigate unit?

▓ found no Ai settings for Frigate and IMDropShip units in Ai folders. Does it mean that, Frigate, for e.g., is tied up only with Starport and/or campaign and mission triggers?

At first ▓ would like to set to anybody experienced a few questions:

  • What functions do {Frigate = TRUE}, {AiUncontrolled = TRUE} and {AiSpecial = TRUE} perform? Is it possible to make a new Frigate and IMDropShip units to perform loading and unloading tactic?
  • How to add a new units to Starport order menu?
  • Whether engineers can be made capable of repairing vehicles?

Please, write your replies.

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I will preface this by saying I haven't modded Emperor for a while (Mar 8 2005, according to the fed2k downloads section), and some of this may be guesswork.

AiSpecial = TRUE

This may remove the unit from the AI's general-purpose unit direction, so the AI will not build or actively use that unit except when the unit is named in an AI team file, or if it has some other tag that defines it as a special unit (e.g. harvester) and it gets instructions based on that unit type.

"How to add a new units to Starport order menu?"

I think there's a variable something like Starportable = TRUE - check with a unit that can be starported. You can't add more units unless you remove some.

"Whether engineers can be made capable of repairing vehicles?"

No, they can't, only the repair vehicle model is capable of that.

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