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Ethelred
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The only non-visible units are subs. Colorless units are units with no known NATIONALITY. They free for all to kill just like barbarians and the AI will go out of its way to kill them if they can.
They used to attack privateers so rabidly they would kill off their weaker ships trying to sink them. Now they leave the privateers alone till they get ironclads. At that point they start going after them. They also stopped trying to attack privateers that were stacked with battleships like they used to.
So what you have done is create an easy mark for them to upgrade their troops with. I am sure they would thank if they could.
Heck they used to see privateers from across the world and way beyond their vision. That was exploited as a way to controll the AI ship movements.
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Ethelred
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quote: As for the "stealth" checkmark for planes only, is that opinion or fact? |
Educated guess. I haven't programmed anything since I had an Apple ][ but if I was programming it would be a bit like this.
Civ launches bomber attack at tile 55,55
Check to to see if tile has fighter cover
IF fighter cover THEN
Check to see if attacker has stealth flag set
IF flag is set THEN roll virtual 20 sided die
IF 1 THEN run attacker killed animation
IF >1 THEN run successfull bomb run animation
I don't think your assassin qualifys for the any of that. Its not making a bomb run. Not even if its a wild eyed anarchist with a spherical bomb in its hand like the King used in Battle Chess on the Knight.
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Tarquelne
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IIRC, "submarine" will make any unit invisible. So, unless you change another unit, only AEGIS Crusiers (and Destroyers?) will be able to see your new unit. "Waterspout! Assasin off the port bow, sir!"
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Tarquelne
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quote: Originally posted by SpencerH
My "assasin" isnt quite that strong. Since it is a relatively modern unit I planned this first test with a special forces role of recon and sabotage. |
I tried giving my special forces unit bombardment, in hopes that it would simulate sabotage. Someday soon I'll have a game last untill the modern era and try it out....
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XMon
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Tampa, Florida
Sep 2000 time: 00:18
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I've been using the "submarine" flag for quite a while and it does work on land units. The problem is when you also give the unit the "hidden nationality" flag. The hidden nationality attribute apparently overrides the submarine attribute. I originally had my assassin unit as a "stealth" unit (submarine flag) and it worked great until I realized I'd still start a war when I used it to attack (doesn't seem right does it? I mean it's a stealth unit, how do they know who attacked?!?!). I added hidden nationality and all of a sudden the AI could see my assassin units.
I also did this with my scouts. I gave them submarine and hidden nationality. Very bizarre. The AI could see them and would try to capture them. But they couldn't capture this 0 offense and 0 defense unit; they would try and capture the unit but would wind up actually sharing the same square with my unit without capturing it! Yup, my scout unit would be sharing the same square as an Egyptian warrior unit. When my unit's turn came around I could move it off of that square no problem. I could not, however, move my scout onto a square occupied by another civ's unit. I eventually took off the hidden nationality flag b/c it was a pain having those foreign units on top of my scouts as it would stop the long distance pathfinding function. Another strange twist...these same units that were visible to the AI civs were invisible to the barbs. I could walk one of those scouts right past a pile of barbs. If a barb tried to occupy a square already being used by one of these scouts then the barb would kill the scout. I wish that if you used the hidden nationality flag on a unit type that the barbs would recognize the unit as one of their own and not attack it. That would be rather cool IMO.
I've been thinking about trying something new. A ninja unit with submarine, hidden nationality, zero offense and zero defense. Essentially an artillery unit only. With light bombard value primarily for harrassing and weakening other units. Maybe pillage also. If things go like they did with the scout, enemy units would try to capture it but would be unable to...they would occupy the same square but the ninja would remain under my control. As if the ninjas were hidden so well that the occupying forces could not find them right beneath their noses! 
Problems for using this unit in a game: being artillery, the AI wouldn't build them or use them properly. They would be almost invincible since only barbarian units could kill them...unless...something I haven't tested yet...maybe hidden nationality units (like barbs) would be able to kill them. I doubt that would work though as I use hidden nat units to capture workers all the time. Units with ZOC might kill this ninja unit though. Also when the next patch comes out, maybe bombard units could kill it. Perhaps this flag combo with zero offense and defense could be used for a helicopter. That way it could move about w/o land units being able to kill it (but prob not air units either). It would take a unit with bombard and the ability to kill via bombard to destroy it (assuming that's how the next patch editor works).
Sorry for the long rant... but I've been playing with these flags for a while and I finally remembered my password to post.
In summary:
Submarine flag works on land units, I use it for Jag Warriors and other units quite effectively. I know I don't see the units and I'm pretty sure the AI can't see them either, from what I can tell. I know the barbs can't see them.
Hidden Nationality flag seems to negate the submarine flag. If you check both flags, the AI civs can see the unit but the barbs cannot.
If you use both flags and have zero offense and defense (maybe just defense? never tried it...) the AI civs will try and capture the unit but will instead occupy the same square as the unit without you losing control of it. The barbs will not be able to see the unit but will kill it if they stumble across it.
I hope that if a Firaxian reads this they don't consider that last one a bug. I like it and think it's a neat exploit to mod with.

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Grey Knight
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Fort Worth, TX
Mar 2002 time: 23:18
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Kinda funny - I was talking about "terrorists" over on CFC and nobody seemed to care! I guess I used the wrong term...
I created a whole tree - brigands, 2/1/1 available with currency, bandits, 4/2/2 available with banking, guerillas 6/2/1 (all terrain as roads) available with Radio, and Terrorist 12/4/1 (ATAR) available with smart weapons.
I found that if you created too a strong ATAR unit, it quickly became the dominate unit. 3 move is usually enough to go from the edge "your" territory (which you got to for free via rails) and cross the 2 square culture border and attack at the same turn. Cities were being captured ad naseum!
The AI does certainly do a decent job with them, however it won't make a big enough stack to assault and capture a city. Since a human player would be intelligent enough to do so, I removed them as being unbalancing.
Cheers,
Shawn
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