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Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Civilization III > Civ3-General > Working method to give AI free armies while giving the player none, on random map
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Antrine is offline Antrine
Prince

May 2003
time: 05:36
  Old Post 18-07-2004 13:08
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1MA/then at least a 2MA and even two of the same, such as two horseman.

So far, I haven't encountered this, to me this will not be conclusive though, until I see same another fifty times.

Now, if this remains this prevalant, and maybe even absolute, I wonder if the coding has another quirk besides 1 MA to 2 MA, to maybe even yet requiring build up of movement with each addition not withstanding it actually has no 'effect' on the army. Or that each unit loaded simply be different.

Also, there seems to be a distinction made between a 1 MA, and 'all-terrain' 1 MA.

player1 is offline player1
King
Belgrade, YU
Sep 2001
time: 06:36
  Old Post 18-07-2004 13:15
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I have no tested "all-terrain", but if you take standard rules in the debug mode, give AI one army. He'll load a warrior.
Now, give him two Horsmen and he will always load them to the army (and get 1 warrior, 2 Horsemen army).
It always works.

Antrine is offline Antrine
Prince

May 2003
time: 05:36
  Old Post 18-07-2004 13:20
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That's comforting, it's maybe that I have so many different kinds of units all about and routinely available.

player1 is offline player1
King
Belgrade, YU
Sep 2001
time: 06:36
  Old Post 20-07-2004 14:55
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I think that best use of newly found knowledge about buggy AI armies would be in scenraios (not mod making).

For example, if you want to give to some civ starting armies, you should put one offense unit of movement N on same tile as army, and several movement N+1 offense units a few tiles away.




P.S.
It just came to my mind that buggines of AI armies can be really well seen in Rise of Rome conquest (look carthaginian army with only one num. mercenary).

 
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