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Sevorak
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The land mines that I'm developing for the Mod With No Name are:
1.1.1 (20).0.1
With the following flags selected:
Submarine
Immobile
And allowed only two commands
Airdrop
Fortify
ZOC is unchecked.
The idea here is that the land mine can use its movement point to do one thing - airdrop. After that, you might as well fortify it since it can't do anything else (the Immobile flag works to prevent mines chasing people). It's triggered when it is attacked in a STACK - then, one of them will get a defensive artillery free shot representing the land mine.
Might rework the stats, but the basic idea of the Immobile airdropper should work for mine placement.
-Sev
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Sevorak
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korn,
Yeah, I think that's how it worked, though I haven't tested artillery with defensive values yet. Let me know how that goes.
I picked Bombard. The AI won't use them right otherwise. It won't use them right at all, but if you select Offense or Defense it won't build them ever, preferring Spearmen or Swordsmen or something like that.
Gramphos,
I don't think we can do the mine layer unless we flag the mine as a foot unit and let a new unit be both an APC and a mine layer.
Stealth only deals with air missions AFAIK. I could be wrong.
-Sev
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SlightlyMadman
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Baltimore
Nov 2001 time: 00:17
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I just did a quick test myself, making catapult immobile, boosting its bombard to 10, and flagging immobile, submarine, and airlift.
Interesting. I dropped the price of airport to 0 and no required tech so I could test it at 3000 bc, and did the same with catapult.
It worked as expected. I could airlift it, but not move it. I'm not sure that the submarine trait did anything, especially since its invisble inside a city, anyways. I didn't go so far as to mess with helicopters or anything.
The AI didn't build a single one. I don't know why, with 10 bombard, it was an imbalanced unit.
The bombard ability is also wrong, as it allows it to bombard approaching units.
Does it really need to be invisible? I don't know a whole lot about mine fields, but, even if you don't know they're there initially, you would find out after your first troop walked in. That's practically nothing in game terms. They'd mostly be used to either force people through them or around them, not to take them by surprise, right?
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The_Aussie_Lurker
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Adelaide, South Australia, Australia
May 2001 time: 05:17
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Actually, I put forward the idea of a sea mine that was immobile, could airdrop 2 squares, had a sub flag (to make it invisible)-unfortunately, I've just discovered that I've got the AI strategy set to "Naval Power", will the AI use the unit correctly under these circumstances (or even use it at all)? The other thing is that, as Korn can attest to, I don't REALLY know what the editor is capable of! Like, can a naval unit be given an airdrop flag?
Anyway, I'd be interested to know if it can be done.
Yours,
The_Aussie_Lurker.
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Plutarck
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Earth
Nov 2001 time: 23:17
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cassembler:
All you'd have to do is right-click the mine, and you'd know it's stats and what exactly it is.
Now, I've just done some testing and figured I'd share what I found. In short, the way defensive bombardment is handled in Civ3 is really, really crappy.
Here's what I found:
1- If a unit with bombard is attacked, the fact that it has bombard power/ability makes absolutely no difference.
2- If a unit with bombard is in a stack, it will perform a pre-emptive attack, regardless of whether it has Zone of Control or it's bombard range. Now, I figured that this strike would somehow be based in Rate of Fire - it isn't.
No matter how high the rate of fire, only 1 point of damage will be done to the attacker. It also does not matter how many artillery units are in a city, because each attacker will only get attacked by 1, and the most damage it can possibly take is 1 point of damage.
The same goes for Zone of Control.
3- Whether or not the attacking unit takes this 1 point of damage seems not to even be related to any value I know of. A 20 bombard strength with a 10 rate of fire unit (with 3 attack and 1 defense, while fortified in a jungle) against an attacking unit of 3/1, didn't do any damage to the attacking unit (even if the bombard unit has the maximum 10 rate of fire, only 1 point of damage can be done; I checked to make sure).
4- The "Bombard" ability relates only to whether or not you have the "bombard" button show up and whether or not you can give the unit the "Artillery" AI strategy. It seems to effect nothing else in the game.
So mines will not work properly unless they are just given a reasonably large defensive number, and their bombard rating will probably have no effect.
*sigh* Annoying. Very annoying.
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Willem
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Canada
Dec 2001 time: 00:17
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quote: Originally posted by korn469
there has been compliants that forts in civ3 are worthless because they give free shots and don't actually stop a unit
but i had an idea, if you created a 0.0.1 land unit that was immoble but had zoc, would it actually stop an enemy unit or would it just add to the free shot ability?
what i am unsure of right now is, has free shots replaced civ2/smac ZOCs where the unit had to stop?
if it has, then would a 0.X.1 unit (set to act as a cruise missile and given immobile, but either load or airdrop, and possibly hidden nationality) actually defend but die automatically? unfortunantly i am almost positive that the AI couldn't handle this unit (because if set as a defensive unit it would stack them in its cities, and if set as anything else it wouldn't do anything)
what would be really cool is if a land unit had the submarine ability then you wouldn't be able to see it, so you could plant a few of these and actually be able to defend your boders
anyone have any thoughts on the subject? |
Don't bother with ZoC, give them a Bombard Strength, Range 0. This will give them a "free shot" if an enemy unit enters the square. This works well with Archers/Longbowmen also.
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