GriffonSpade wrote:cazfi wrote:GriffonSpade wrote:Root reqs can still be researched. Things that can Never be researched. The only useful purpose of which would have been to use as 'fake' advances, to give nations distinct units, buildings, and effects. Though, my memories of planning to use like that are rather fuzzy and indistinct. IIRC, there were some problems with it being buggy and support was dropped? (Was that finally nixed in 2.5 or 2.6?)
The mechanism to do that has always been self-requiring root reqs, and they have not been dropped.
...Is this noted anywhere? Because this seems like something that I would assume would spit out an error.
Edit: Apparently it is, in the Root Reqs in the techs.ruleset comments. I can only wonder how many times I've seen that mentioned in part or in whole in posts and misunderstood it.
Reading my old techs.ruleset, it looks like that's what I did back in 2010/11 (self-requiring root reqs), so good to know that still works.
Code: Select all
name = _("Agricultural")
req1 = "None"
req2 = "None"
root_req = "Agricultural"
flags = ""
graphic = "a.refrigeration"
graphic_alt = "a.pottery"
helptext = _("\
Agricultural civilizations easily master field and fen.\
They gain the following bonuses:\
o +25% food from all tiles\
o Peons: They may build Peons (Much cheaper workers)\
o Silos: They may build Silos (Cheaper Granaries)\
GriffonSpade wrote:I think it's generally fine to post them, just point out that they're not your work and source is dubious. And probably avoid the ones directly from commercial games, as well.
Alright, I've attached my units.png and units.spec to the second post. Pretty sure all of these are either your work or from the fan-scenarios section/archives of Apolyton and CivFanatics.