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:) Smiley
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USCA, Berkeley
Feb 2001 time: 21:20
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Say, if I were to up it past 100%, would they start losing techs?
Other currently outstanding questions:
1. What happens if you diallow government changing but a democracy riots?
2. How does a RecievedTech trigger work if the JustOnce flag isn't used?
3. Does the AI ever re-home units? This is for a mini-mission where the AI gets an unkillable superunit that you can only take out by taking its home city.
Last edited by :) Smiley on 18-05-2005 at 11:08
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:) Smiley
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USCA, Berkeley
Feb 2001 time: 21:20
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Units are more or less done, though there are 7 extra slots, so let's hear some suggestions!
Current unit list:
First row
(Empty Slot)
Engineers
Mad Cow - land missile
Giant Mecha - powerful ground attack
Peace Mobile - can't be built, generated when you kill a Tank
Tank- fast and powerful enemy unit
Mammoth Tank- slightly slower but much stronger. Built by events in certain cities.
(Empty Slot)
Cloyne Lvl 2- Cloyne is one of your two hero units, which have boosted stats. Different techs level up your heroes, and they become more powerful and gain special abilities. When your hero units die in battle they get regenerated in San Francisco.
Second row
Activist- second level defense, also the partisan unit.
Hippie- your initial defense
Magical Girl - third level defense
Cloyne Lvl 3
Cloyne Lvl 4 - paradrop
Cloyne Lvl 5 -Domain 3 unit
G-1000 - an early boss
Governator G-X - He's back... stronger and faster
Cyberdemon - You'll face this beast late in the game. Practically unbeatable, the only way to take it out will be to capture its home city.
Third row
Conan the Republican - The third iteration of Arnold
Ahnuld - a steroid-boosted beast
(Empty Slot)
SUB- one of the barbarians
Ashby Lvl 1 - your other hero unit
Psychic - ultimate buildable defense unit. Also good for attacking cities late in game (has ignore walls flag)
Ashby Lvl 2
Ashby Lvl 3
Ashby Lvl 4
Fourth row
Black Helicopter - a late game, powerful heli
Airship - an early air unit, good for scouting
Jet- the enemy airforce
Pegasus - your first offensive air unit
Angel - a souped up version
(Empty Slot)
Ruins- used to block placement of units after certain events
Sutro Tower - terrain feature
Fenwick Tower - terrain feature
Fifth row
Lazorfrigate - late game attack ship
Ferry - sea transport
Gunboat - basic naval unit
Battleship - big bad enemy ship
(Empty Slot)
NIMBYs - related to an event
Evil Castle - Fixed target
Ultrachurch - Fixed target
Fenwick Tower - terrain feature
Sixth row
Rainbow Haze - a missile unit
Nerd - diplomat
H4xx0r- spy
(Empty Slot)
Traders - freight
Bridge Out - event created special
Cloyne Lvl 1
Cloyne Lvl 6 - air unit, cannot be attacked
Hybrid Tank - fast attack unit, buildable
Seventh row
Gun Nut - the fundamentalist infantry
Sky Castle - powerful air unit
Bridge Crew - kills Bridge Out units
(Empty Slot)
Ashby Lvl 5
Ashby Lvl 6
Imperial Walker - a powerful event created unit
Dragon - a powerful event created enemy
Barbarian Leader
Attachment: units4.gif
This has been downloaded 158 time(s).
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:) Smiley
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USCA, Berkeley
Feb 2001 time: 21:20
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Thanks for the unit, he's going to be a fast moving special unit.
I need a copy of that disk... how large is the whole file?
--------------------
Currently 6 slots are still open. One is one of the barbarian slots, any ideas?
The other 5 I'm planning to use for "boss" units, of which one is going to be immobile. Ideas and graphics are highly welcome!
Last edited by :) Smiley on 21-05-2005 at 08:17
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biru biru
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Tokyo
Oct 2004 time: 14:20
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Roster looks pretty complete! Was going to reccomend 'journalist' in the diplomat slot, but the graphic is so good for nerd, it should probably stay nerd! You may be able to fill the rest with bio-tech related (poison gas, battle cat, walking tree, etc), drug-supped (noticed steroid-fighter already, or money-based units (North West has a strong, self-sufficient natural resources-based economy). On the other side, maybe some drooling, fanatic foot soldiers?
Love mad cow and black helicopter.
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Boco
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who was once King for a week.
Jan 2001 time: 00:20
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Okay, in my El Aurens playtest on turn 1, four AI units, "Syrians" (slot 62), which are deployed in Sinai cities (map0), have a home city, "23 PF", on map3. One turn later they all are homed to the city which they garrison.
Syrians have the defensive role, the fanatic flag on, cannot enter impassable terrain, and an mf=3. The cities in which they reside are surrounded by impassable terrain. In the past, I've seen nonfanatics rehomed by the AI. The main requirement seems to be that they are mobile units stuck in a city.
IIRC, role 0 units garrisoning a city will make that city their new home, if their original home city is captured. I believe that this may require Gue and/or Cmn.
If your Cyberdemon is immobile he'll never rehome during the AI turn. If you give him a role 0, he shouldn't rehome upon capture of his home city. If he's mobile and stuck in a city, you'd better playtest a lot. 
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