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Eyn
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Lyon, FRANCE
Jan 2000 time: 05:14
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i've post a similar msg when i'd made my WW2 scenario for Civ2+FW
i've seen that IA build but never use cruiser missile (renamed V1) or A-bomb (or the 2 others.. kamikaze and V2), i'd then start some new games, i gave all the techs to all the civs and gave them missile and a-bomb and they never used it.
I've just converted my WW2FW scenario for ToT with Civconverter 1.4
i've hope this bug have disappear but not...
THAT'S THE SAME THING !!
So i asked again... am i the only one to have this "bug" ??
DOES ANYONE KNOWS WHY IA NEVER USE MISSILES UNITS ?
thanks.
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Eyn
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Lyon, FRANCE
Jan 2000 time: 05:14
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i'll try to modify Paratroops and missiles units range but, i use a world map and europe is a small part of it, if i must give them long range capability...
something i must add: with the "3" movement domain unit value (instead of "1") AI use V1, V2, Kamikaze but not A-Bomb. But i can not really use it, missiles dont return to town at the end of the turn.
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Eyn
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Lyon, FRANCE
Jan 2000 time: 05:14
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i haven't use the "WW2 AI" option of the scenario parameters
... (should i use it ????)
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Eyn
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Lyon, FRANCE
Jan 2000 time: 05:14
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i've just made a lot of tests (on Civ2+FW need to verify with ToT):
changing range, units movement domain, and units AI role
in a "new game" i agree: Cruiser missiles only attack battleships !
and A-Bomb works but it seems only to far enemy cities with no "friend units" around.
in my scenario i've take original paradrop range, a-bomb range but IA never use it in my tests. maybe cities/units are too close ?
but surprise IA don't use cruiser-missiles-like (V1, V2, Kamikaze) against nearly enemy battleships !!!
so i test and test again and finally found these possibilities:
Paradrop range: 5
-AI use A-Bomb when used with "Air Superiority" AI role, "1" mov domain (normal air) and 6 (>paradrop) range
but it's no use against cities and it's use even if friends units are in the aera.
-AI use cruiser-missiles-like, as i write before, if "3" mov domain, and it use missile over ground units ! (and that's cool) i give V1-3 mov range and V2-4 mov range (and AI role 0-attack)
but for Kamikaze unit i wonder if i'll not use another solution: that can be a naval-missile unit (movement range 4) with AI role 2-"naval superiority" (it works)
I'll probably test these modifications with the ToT version and if it's work i'll definitively change the rules.txt (i'll just keep older rules.txt as rules.ex for those who want to play Multi with "originals" A-bomb, V1, V2, Kamikazes units)
I want your vote: For Kamikaze what would u want ? "3" mov domain+3 mov range OR naval-missile+4mov range ?
thanks to help me to choose.
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