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Captain
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by Divine Right
May 2001 time: 00:18
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quote: Originally posted by Joe R. Golowka
We can create anti-tank planes that can kill ground units but not sea, etc. We can use the hp bonuses to simulate heavily and lightly armored units.
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Good, I was thinking the same, but wondering if we would be able to have tank & mech inf-killer aircraft that don't kill regular infantry?
for mech inf, the vehicles boost movement and armour them from light attacks, but make excellent targets. infantry on their own are much harder to kill from the air than a tank.
And can we have a flag that lets the ships retaliate against the aircraft with SAMs?
Any ideas about whether - if we make infantry use 1 pop point - we can re-integrate them with a city later? I like the idea of drafting a huge defensive conscript army to defend in an emergency but being able to reincorporate them in society after the war is over.
I was thinking of copying all the units, and having them cost 1 pop point. Then you can pick between producing many "small" units, or large "mega" units with more hp. The small units would be better trained (+1 A/D) and so good for raising small manoever armies to scout, pillage and harass, whereas your main battles would take place with the pop cost megaunits. production heavy civs could pump out many small units like now, and production poor but pop rich civs could create larger but fewer units (without the pop-rush or draft penalty).
Or do you think this is redundant since it's somewhat accounted for in the army unit?
The gov't stuff is really cool too. I've been compiling a mod on excel for a while, mainly waiting for this patch instead of applying it to the last one. This way my mod will be completely consistent instead of patchwork additions. Should be good whenever I get that done. Maybe some time in May if I still have net access.
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hwinkels
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I'm outta here altogether. This game has no legs. Re-did my saved game editor twice and with no help at all from Firaxis.
That was no probelm. Know what the problem is? Civ III has no legs. It was fun.
This is my last post. Here's hoping for Civ IV.
Peace.
P.S. I hit "Spell Check" by mistake and got a message about the "advertising climate". Bite me, Apolyton.
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Ed O'War
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Los Angeles, CA
Mar 2002 time: 21:18
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When I read the 1.21 readme, I got really excited about all the possiblities--h.p. bonuses for specific units, lethal land and sea bombardment, supposedly the ability to add additional resources and units. But then Firaxis disabled the Rename, cancel, a/d "bug" that allowed us to add new content. I just wanted to say that this "addition" really hamstrings modding. Oh Firaxian Gods, if you can hear me, please restore the ability to add units and new content (other than governments) to the editor. Thanks.
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Smoking Mirror
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south England, near stonehenge
Apr 2002 time: 05:18
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The problem with every bodies suggestions with how to use the HP bonus so far is every one wants to use it to reflect armoured units. If you use it to reflect a combination of experience and numbers you can get a realy realistic combat system.
If you have a standard of cinscript 2 regular 3 veteran 4 elite 5, just like in the regular game. Give infantry more hp th reflect just how many of them there are but low stats to show how easy they are to kill. Give armoured units such as tanks lw HPs but high attack and deffence values to show that there is not very many of them, but individualy they are difficult to kill.
for example
German infantry- attack 8 defence 6. HP bonus +1
(conscript 3 regular 4 veteran 5 elite 6)
Panther tank- attack 12 defence 8. HP bonus +0
(conscript 2 regular 3 veteran 4 elite 5)
Tiger II tank- attack 14 defence 12. HP Bonus -1
(conscript 1 regular 2 veteran 3 elite 4)
Artillery could also be fixed for an anti tank or anti infantry role;
Machine guns- bombard strength 4 range 1 rate of fire 5
88mm cannon- bombard strength 12 range 2 rate of fire 1
The machine guns would be great against the infantry (kill ratio of 33% on normal terrain, and able to kill up to 5 HP in one turn) But would be almost useless against the tiger II (even on open terrain only a 12.5% chance of killing a HP each shot)
The 88mm cannon would have more of a chance agianst the tanks, but would only be able to kill on HP of infantry per turn, you would need four 88's just to kill a regular infantry.
(note, rate of fire is the number of shots, all taken at once that a artillery peice can take agaist a single target. they cannot be spread to multiple targets).
When deffending (the free shot the artillery can take at aproaching attackers) the 88mm would be more usefull, cos the free shot always has a rate of fire of 1 regardless of the stats.
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The_Aussie_Lurker
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Adelaide, South Australia, Australia
May 2001 time: 05:18
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Hi Guys,
You forgot a major impact in the creation of new units, and that is "Multiple AI Strategies".
You guys might remember that a lot of potential new unit suggestions got knocked back by modders because they said that the AI wouldn't no how to use them properly! So now, we can have those legions which can build roads and forts, we can have Fighter/bombers and we can have missile cruisers capable of carrying cruise missiles, because the AI will actually be able to use them as intended!
Now, if only they can add a couple of new flags-Air defense and Air attack for ground and naval units, or else allow ground/naval units to have the intercept flag currently available to air units, then I'll be happy!!
Yours,
The_Aussie_Lurker.
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Random Passerby
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Unfortunately the limited terraform (legionares building roads, for example) was not just an issue of not being able to select multiple options; you can't even select the terraform option at all unless you have all worker terraform abilities flagged. There's a chance that the AI might now be smart enough to use them to build roads anyways, but don't hold your breath.
Not that giving all terraform abilities to most or all infantry units wouldn't be an interesting idea...
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Random Passerby
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Hrm... things seem pretty bad. I tried playing around with various combinations of AI strategies and worker/terraform actions. All units other than workers had their cost increased by 1, and workers' pop cost eliminated (this is to make it so there's still some point to build workers). I was the only Expansionist civ, so I made scouts free and with 100 moves and all terrain as roads, plus all espionage actions had cost 1, I gave myself several tens of thousands of gold, all techs and made intelligence agency free. A few behaviors I noticed:
-Workers did get built by the AI, even though all worker functions were available to many military units.
-Warriors had Offense, Defense, Explore, Terraform. No unusual behavior seen from the AI; when I accidentally provoked a war with the aztecs, my own automated warriors simply marched off towards the aztec territory, and otherwise just explored.
-Archers had Offense, Defense, Explore, no Terraform. The aztecs built one as their initial defensive unit--I don't know if militaristic civs would ever do this without the defense flag on archers, but it seems about right. Once they started turning out jag warriors and later spearmen, the archer started wandering off exploring.
-Swordsmen had Offense, Defense, Terraform. The AI didn't build them by the time I decided to give up; I tried building one and automating it, and it simply wandered around defending random spots in my territory for a turn, then moving on.
I wasn't watching every move, but as far as I can tell, no terraforming was done by any military units by the AI.
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Random Passerby
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OK, tried it with a few changes: Turned all costs down to the original levels. Warriors' AI trimmed to Offense and Terraform, Archers modified to Terraform only, Spearmen Defense and Terraform.
-Predictably, Spearmen just defended.
-Warriors behaved exactly the same as before, when they had Explore on.
-Archers functioned exactly as workers, but none of the AIs ever built any.
This still hardly qualifies as rigorous testing, but it does not look good... apparently just about everything has priority over terraforming. It's possible that this changes later on, but I got bored.
Other tidbits:
-No old-style settlers that terraform; if you give settlers terraform and settle, the AI will never ever build its first city. And since it doesn't have any cities to improve, neither its worker nor settler will do anything...
-The AI really really sucks at picking fights. Just for fun I made modern armor require no resources, require no shields, have 100/100/100, 15 bonus HP, all terrain as roads, blitz, etc., and I built a half dozen of them in the first few centuries. The AI still happily marched up to one of my armor-defended cities with three warriors and declared war.
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Mellian
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Since i am not home until late August, i can't exactly try my suggestion....
Isn't it possible to use the old hacked editor and create new units, and then use the new one to edit them?
-Mellian
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