Author Topic: Starting unit selection?  (Read 996 times)

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Offline PoeticJumpshot

Starting unit selection?
« on: December 05, 2017, 10:56:03 PM »
So I'm trying to alter the starting unit selection(as in the unit's you start with) for non scenario games but I don't see it in the .txt or faction files. Using most recent binary and yizti.

Offline Geo

Re: Starting unit selection?
« Reply #1 on: December 06, 2017, 12:02:27 AM »
Starting units (colony pod, scouts, sea colony pod, unity gunfoil) are picked from the #UNITS section in the alpha(x).txt file.
Switch them around (or change them with another type of unit) to change your initial units.

Next to that there's the FREE UNIT modifier in the faction .txt file add more to your starting amount.

Offline PoeticJumpshot

Re: Starting unit selection?
« Reply #2 on: December 09, 2017, 03:06:06 AM »
Ok thanks. In the game format I'm running all unit costs are really high, so I'm thinking about giving everyone an extra colony pod to start and see how it works out. The first 40 turns expansion is pretty slow which wasn't my overall goal really. I wanted to slow down the pace of tech to make it feel more impactful and advantageous but really I just wanted to cut down on the total amount of units in the game. Unfortunately I sort of did that but cpu's are still just overloading themselves to the point of 0 base production. I need to find a way to force them to build more elite units instead of cheaper spammable options.

Offline Geo

Re: Starting unit selection?
« Reply #3 on: December 09, 2017, 12:08:13 PM »
Just for your information, use the shortcut "AI" instead of "CPU" when refering to computer-controlled factions. People here will better understand what you mean. ;)

 

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