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Panda
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Europe
Jan 1970 time: 05:12
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Not if you wanted to retain the nuclear effect. You could alternatively have a very powerful cruise missile able to destroy a single unit in its attack. But that would need a very high firepower value.
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"The man who can smile when things go wrong has thought of someone he can blame it on"
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Mao
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Apolyton
Jun 1999 time: 00:12
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It wouldn't work because the concept is that, in case of a nuclear attack, the defenders don't have a chance, except with the SDIs. Which does paraellel reality. How much luck is an Abrams going to have at Ground Zero? If you use the nuke unit and edit it to 98a, then it's just a cruise missile.
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Eyn
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Lyon, FRANCE
Jan 2000 time: 05:12
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i have "hurrikan" unit in my scenario "AMERIQUES" it's just a sea-missile-type unit and it works (attacks all sea units and harbor) but give this units to a
tribes, barbarians IA don't attack with sea-missile. i give these "tempetes" to the inca, indians & aztec tribes (with the events)
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Eyn
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Lyon, FRANCE
Jan 2000 time: 05:12
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ooops, that's not a nuklear units sorry
(?? why do u want a nuklear ??)
a cruiser unit can be defeat and can sunk all naval units in the same ocean "case"
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Allard HS
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Alternatively, you can make defenders 99 (or 98) strong in defense. Or, if you wish to give a little bit more "random" luck, make it about 30, with 4 Hit Points. (or even more than 5 HP).
Haven't tested this, so you'll probably need to play a bit around with the numbers.
If you wish, you could then make every unit in the game in about the same strength-class. Watch out however that it doesn't get too boring, as a lot of randomness is gone if you give only one hit point.
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AroSch
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NE-Germany
Aug 2000 time: 06:12
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Thank you all for your help.
Eyn:"(?? why do u want a nuklear ??)"
Thats because I want to change the tiles.dll (with the nuke animation). I know, nuklear units dont attack naval units if they are AI units. It seems, that a hurrikan, who is not attacking navs, is not a good hurrikan. But it could look fine...
Allard "Alternatively, you can make defenders 99 (or 98) strong in defense. Or, if you wish to give a little bit more "random" luck, make it about 30, with 4 Hit Points. (or even more than 5 HP)... If you wish, you could then make every unit in the game in about the same strength-class..."
Good idea. I have tested this now a bit. With and without city walls, fortyfied and so on. Dosn´t work: the nuklear always wins. That means, the buccaneers will became only barbarian AI-moved units, if I put it in the scenario.
Mao: Temba?
All: Buccaneer or hurrikan, I dont know. But the nuke effect is a must.
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Mao
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Apolyton
Jun 1999 time: 00:12
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Mr. Temba. He goes by Pheonix now, but I'm sure if you post a thread at SLeague he'll see it sooner or later.
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jcarkey
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St. Louis
Aug 2000 time: 23:12
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Does anyone here know how to do multiple warhead nukes? What I was thinking of doing is creating a MRV unit that is the missile, and warheads that have movement of 3-5.
I was thinking the only way to do it is through events. I ws thinking about killedunit event. but does that apply to missile type units? Then is there an event that does a proximity create, like partisans?
Thanks!
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What if the Hokey-Pokey is really what its all about?
Contact me at cpoland@mail.win.org
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Allard HS
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hmm, that's interesting, but not what I meant. I meant HP and FP of about 4 or 3, and a/d of around 30/40
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jcarkey
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St. Louis
Aug 2000 time: 23:12
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Maybe the battle calculation is determined by
HP before defense value?
------------------
What if the Hokey-Pokey is really what its all about?
Contact me at cpoland@mail.win.org
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