Re: Disabling sages?
So the mod file would look like this:
#modname "<name>"
#description "<piece of text>"
-- #icon “<image.tga>”
#Version 0.01
#domVersion 2.14
#selectmonster 478
#clearspec
#researchbonus <value>
-- sage has <value>=4
#end
But if #clearspec doesn't work for clearing the research bonus, you'll have to use #clear instead and rebuild the 'monster', setting all values from strength to leadership. Don't have the time to test it now.
By the way, why not simply start a MP game with "non-standard" settings? I for myself prefer around 12 prov./player, indies 7..9, sites 40 or less and very difficult research atm. . Makes for a much more interesting game IMHO.
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As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
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