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bigvic is offline bigvic
Prince
Columbia, S.C.
Nov 2001
time: 00:32
  Old Post 21-11-2003 06:58
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idea on how to trick the ai into using artillery - hmmmm..... Support Apolyton, buy Call to Power 2

something intriqued me, an infrequent scenario editor tinkerer, about the conquests unit abilties. although i am currently occupied with 2 things, real life ( ) and figuring out the file side of modding ( ), thought someone might want to try this one out and test it.....

i noticed that, in medieval games there is this holy grail unit that must be accompanied, found the way to do it in the editor - was it there since ptw? near botom of lower left list of options

could artillery be given this atribute, forcing ai to attach it to a unit and take it into the field to actually use it?

doubt it would work, but if it did, would actually curb human overuse of the arrow that pierces one of the several ai achilles heels.

if it is possible, which now come 2 think of it, probably is not, would alow some pretty funky things 2 be done

Kuciwalker is offline Kuciwalker
Emperor
of Schmooism
Feb 2001
time: 00:32
  Old Post 21-11-2003 09:24
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huh? what "holy grail unit"?

bigvic is offline bigvic
Prince
Columbia, S.C.
Nov 2001
time: 00:32
  Old Post 21-11-2003 09:37
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quote:
Originally posted by skywalker
huh? what "holy grail unit"?


play medieval conquest - play 1 of the christian powers -
u get this "ark of holy grail" unit. u attach it to a combat unit, which is stuck with it til u get it to jerusalm for 10,000 points and it disappears. really kool, i did it as the english, totally backstabbing the abbasids.

but the unit ability is on the editor - though probably makes the carried unit inert. plus i was thinking, why not just go ahead and give inherant def str to artillery.

prob is, will ai do anything different? i don't think ai will properly use these units regardless.

oh well got to go

asleepathewheel is offline asleepathewheel
Emperor
listening too long to one song
Mar 2002
time: 00:32
  Old Post 21-11-2003 09:43
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I have yet to see an ai do anything with one of the relics in the middle ages conquest, so I doubt that would work. sorry (and i've played through the m.a. a couple of times with different civs)

bigvic is offline bigvic
Prince
Columbia, S.C.
Nov 2001
time: 00:32
  Old Post 21-11-2003 10:35
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quote:
Originally posted by asleepathewheel
I have yet to see an ai do anything with one of the relics in the middle ages conquest, so I doubt that would work. sorry (and i've played through the m.a. a couple of times with different civs)

thats typically disapointing in this area - so much for my quixotic quest. damnit soren! heehee

Jaybe is offline Jaybe

King
Las Vegas, NV USA
Sep 2001
time: 21:32
  Old Post 12-05-2004 06:36
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Here is an idea I have come up with to deal with AI non-use of artillery. (I'm reviewing the creation forum to see if anyone else has already "discovered" it yet).

To compensate for AI non-use of artillery, remove ALL artillery types from game. Compensate by creating offensive infantry-types with greater offensive strength and cost. Defensive inf-types retain defensive bombard.

Willem is offline Willem
Emperor
Canada
Dec 2001
time: 00:32
  Old Post 12-05-2004 22:44
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quote:
Originally posted by bigvic


play medieval conquest - play 1 of the christian powers -


Play the English, they start the game with the Holy Grail. The other Christian powers have other relics.

Willem is offline Willem
Emperor
Canada
Dec 2001
time: 00:32
  Old Post 12-05-2004 22:46
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quote:
Originally posted by asleepathewheel
I have yet to see an ai do anything with one of the relics in the middle ages conquest, so I doubt that would work. sorry (and i've played through the m.a. a couple of times with different civs)


They do pick them up, but then they don't anything with them after that. They certainly don't use them the way they were intended.

asleepathewheel is offline asleepathewheel
Emperor
listening too long to one song
Mar 2002
time: 00:32
  Old Post 12-05-2004 22:51
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quote:
Originally posted by Willem


They do pick them up, but then they don't anything with them after that. They certainly don't use them the way they were intended.


Yeah, I should have clarified that. I have seen relics wandering about in odd locations, but they never move purposely towards Jerusalem.

If they did, would a viable Abbasid strat be to just wait for them to walk on over then smash the accompanying army

Ozymandias is offline Ozymandias
Prince

Aug 2001
time: 00:32
  Old Post 18-05-2004 01:43
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Lose 30 kilos (of popups)

Back to the artillery question -- does giving artillery a ZOC do any good?

-Oz

Antrine is offline Antrine
Prince

May 2003
time: 05:32
  Old Post 18-05-2004 03:38
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It makes sense, especially when they occupy a fort.

panag is offline panag
Emperor
MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Oct 2000
time: 07:32
  Old Post 20-05-2004 14:41 Visit panag's homepage!
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quote:
Originally posted by Ozymandias
Back to the artillery question -- does giving artillery a ZOC do any good?

-Oz


hi ,

yes

have a nice day

Willem is offline Willem
Emperor
Canada
Dec 2001
time: 00:32
  Old Post 21-05-2004 22:25
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quote:
Originally posted by Antrine
It makes sense, especially when they occupy a fort.


Units in Forts already have ZoC, it's one of the features. Though they don't seem to use it very much.

Antrine is offline Antrine
Prince

May 2003
time: 05:32
  Old Post 22-05-2004 05:47
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Um that is interesting Willem, I missed that. And I am still working out having the Artillery automatically firing when approached idea.

Elias is offline Elias
Warlord
Utah
Sep 2003
time: 22:32
  Old Post 24-05-2004 22:02
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Why dident Firxas do anything about the artillary thing it gives human players a huge advantage over the AI I have won soooo many wars aginst all odds just bescase of artillary and the AI never Figures it out that you need to take them out before you can just send cavalary into random places. It seems like when you approach an enemy city with artillary they will sometimes fire at you but I dont rember I havent played in a while

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