 |
|
Pano
|
|
Rennes Bretagne France
Sep 1999 time: 05:12
|
|
I would like to prevent the units of a civilization from taking cities because this civ would be only an ally helping an other civ. It's for a middle age scenario and I already have an idea : I was planning to give that civ only air units (so then can't take a city), renaming "air base" to "Castles" and giving all ground units the ability attacking air units.
I don't think this solution is perfect, mainly because these air units would ignore terrains and would be able to walk on the ocean !!! So if you have an other idea...
------------------
Pano
http://www.campus.ecp.fr/~pano
|
|
|  |
 |
|
Pano
|
|
Rennes Bretagne France
Sep 1999 time: 05:12
|
|
Trade units seems a very good idea... but the problem is that I could do only 2 different kind of units... and I was planning to use around 6 or 7 sorts of units !
------------------
Pano
http://www.campus.ecp.fr/~pano
|
|
|  |
 |
|
Civfan
|
|
Toronto, Canada
Sep 1999 time: 05:12
|
|
Pano, with the air units. Why not place air units in the city with a move factor of zero. Would prevent the units from moving around and stop another civs from attacking its cities.
|
|
|  |
 |
|
Pano
|
|
Rennes Bretagne France
Sep 1999 time: 05:12
|
|
shamrock : I will take an example : 3 civilization French, English, Germans. Germans have conquered France. English and French are allied against germans. English will help French to recover their territories. So English need to be able to attack German Cities without taking the cities (Only French could take the cities) ! So I don't think I can do anything with Events...
Michael Daumen : Your first solution doesn't seem work. And there is a problem with the second one : The units CAN take the city if there are no units in it ! Moreover it would have been a little bit annoying to have all the units of the civilization destroyed after attacking.
Civfan : I don't want to prevent the civ from attacking the city, I just want to prevent them from taking the city !
------------------
Pano
http://www.campus.ecp.fr/~pano
|
|
|  |
 |
|
Eyn
|
|
Lyon, FRANCE
Jan 2000 time: 05:12
|
|
hmm si tu faisais apparaitre, a la conquete de la ville par les anglais, un diplomate francais et que tu donnais de l'argent pour que tu puisse acheter la ville aux anglais au tour suivant ?
|
|
|  |
 |
|
Captain Nemo
|
|
Red Front
Jan 1970 time: 05:12
|
|
Si toutes les unites Anglaise sont du type "3", elles se deplacent comme des helicopteres attaquent les villes mais ne peuvent pas les conquerir...Bien sur, elles ignorent le terrain et elles peuvent se deplacer sur mer mais au moin elles sont vulnerables aux forces terrestres ennemies.
C'est pas la solution parfaite? Une autre solution c'est de placer une unite presque indestructible (Etat Major Allemand)dans chaque ville conquise... Cette unite sera sans movement et avec une attaque de 0. Les Francais seront les seuls a avoir l'unite dans la position des partisans qui peut detruire cette unite Allemande. Cette solution donnerait a un AI Anglais la possibilite d'attaquer les unites Allemandes hors des villes mais leur donnerait tres peu de chance de capturer une ville.
|
|
|  |
 |
|
Cam
|
|
Australia
Jan 1970 time: 14:42
|
|
Pourrions-nous satisfaire la subsistance la conversation en anglais?
|
|
|  |
 |
|
Allard HS
|
|
he les gars, j'savais pas qu'il y avait tant de francais ici! Et que Capitaine Nemo parlait francais..
|
|
|  |
 |
|  |
 |
|
Cam
|
|
Australia
Jan 1970 time: 14:42
|
|
Please confine posts on this thread (largely) to the English language. This policy matter for Apolyton was decided some time ago. Thanks.
|
|
|  |
 |
|
Captain Nemo
|
|
Red Front
Jan 1970 time: 05:12
|
|
Sorry about the French... I just never get to use it anymore since I moved to the States...
To clarify my 2 points:
A unit type 3 moves like a helicopter but CANNOT capture cities. It's ideal as a "killer unit" for AI Civs as long as there is no real oceans on the map.
The point about the very tough unit that defends the city is that the AI will not be able to kill that unit. He will probably not even attack the city. For example a 0a 18d, 4h, 0move unit, basically unkillable. But a "lowly" 8a, 2f unit in the partisan slot can take out that unit because of some weird quirk in the Civ2 program.
My new scenario "Second Front" utilizes this quirk in the following way:
German pillboxes and coastal batteries protect all the entry points on the Normandy beaches blocking all approaches and making the June 44 landings a nightmare. Several of the coastal villages also have artillery and bunker positions inside them making them seemingly impregnable... They can wipe out 20 of the best Allied tanks without taking a scratch... Now comes the US "Demolition Engineers" lowly infantry carrying flamethrowers... they aren't much good at fighting enemy infantry or tanks but get them near one of the bunkers and poof it's blown up, even inside a city.
[This message has been edited by Captain Nemo (edited May 12, 2000).]
|
|
|  |
 |
|
Captain Nemo
|
|
Red Front
Jan 1970 time: 05:12
|
|
Yes it is a bug... Somehow partisans get a huge bonus when attacking units with 0a, like freight, settlers, caravans and seemingly indestructible units like my fortifications in RedFront. Someone figured this out and did a lot better than intended in the scenario. Now I'm using the trick as a special feature in my next scenario.
And it shouldn't be a problem if you don't want other civs to capture those cities... If you're not playing as the French you have no business attacking those cities anyway... Isn't that the point?
And if it's not build the placement of those indestructible units into the event file on the first turn or load special rules for each civ that makes the units vulnerable when needed (This is pretty much mandatory anyway if you want a scenario that plays decently from multiple sides)
|
|
|  |
 |
|
Captain Nemo
|
|
Red Front
Jan 1970 time: 05:12
|
|
I will post it on any site that wants to host it...
When I get closer to complete I will start asking for testplayers. It is turning out to be as complex as Red Front so it's going to be several months before it will be ready. I am trying to give it the same historical feel as RF but this time seen from the Allied side.
|
|
|  |
All times are GMT. The time now is 05:12. Apolyton Time is 00:12. |
top of page
|
| archivepost |
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|