Thanks for the suggestion about using a unit to summon that mob; I didn't think about that for some reason :( I had it summon the boss unit after x amount of turns and then have it die afterwards. Thanks again. Dickson -----Original Message----- From: ian-reeds-games-bounce@xxxxxxxxxxxxx [mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Zak Claassen Sent: Friday, April 12, 2013 9:38 PM To: ian-reeds-games@xxxxxxxxxxxxx Subject: [ian-reeds-games] Re: suggestion: making not_flying a valid flag in units and structure files You could try giving it a point of which a certain amount is required to perform the skill, then setting it to 0 and adding 1 each turn; hopefully if it is the only skill it can perform it will use it, but I'm not sure if the AI ever targets tiles. An effect with fizzle_replace_terrain might be better (is it possible to place effects on tiles and units in the map? I've never tried it.) Alternatively, maybe you should have some unit/structure summon the boss after a certain number of turns. On 4/11/13, Dickson Tan <dickson.jaws@xxxxxxxxx> wrote: > Hey Ian > > > > For one of my maps, I've got a boss unit trapped behind a structure that > dies after some rounds because I couldn't think of any other way to have it > come into the battle after x rounds have elapsed. Unfortunately, when I > made > that unit flying, it was able to fly right over the structure and coming > into the battle much sooner than it should. I really want this unit to fly > as it makes him much more difficult to kill. I've thought of making the > tiles around the unit a different terrain because of not_flying and giving > this unit a skill that changes terrain types but I'm not sure how I would > get it to target the proper squares at the right time. Can you make > not_flying a valid flag in units and structures so that flying units can > better be imprisoned? > > > > Dickson > >