It looks like the RemoveSpecial command isn't working. Here is the script:davidescott wrote:In addition to being doubled specials are spamming buildings and units approximately once every 5 turns or so. In some way that is better. Having a single Dragon Tooth is not particularly useful late game. The multiple Neutronium synthesizers is a bit silly.
Code: Select all
EffectsGroup
scope = Source
activation = OwnerHasTech "LRN_XENOARCH"
effects = [
AddSpecial "ANCIENT_RUINS_DEPLETED_SPECIAL"
RemoveSpecial "ANCIENT_RUINS_SPECIAL"
]