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Zurai
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quote: Originally posted by planetfall
One game I made both subs hidden nationality. Wow, instead of battleships I had 40-50 AI subs attacking everything that floated. Would be interesting to see what mischief the AI could make with hidden nationlity for land units.
== PF |
I have 2 hidden nationality units in my mod. The AI really, REALLY likes them, even though they're twice as expensive as their equivalent non-HN unit. For the record, a 3.2.1 Mercenary at Ironworking for 60 shields, and a 3.2.2 Mounted Mercenary at Monarchy for 100 shields. The AI is very aggressive with them.
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Zero
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Bouncing back and forth
Sep 2002 time: 00:23
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quote: Originally posted by player1
Just one thing to say:
If you are planning to give them treat all tiles as roads ability DO NOT, and I repeat DO NOT give them 2 movement point.
Otherwise you'll get a very powerfull Cavalry unit (6 tile movements in enemy territory)
Treat all tiles as roads ability with movement of 1 is on the other hand OK. |
I made my custom civ have civ specific paratroopers (same sprite). They had two move AND terrain as road. They were overwhelmingly dominant in the game so I gave them a civ specific warrior with 2 move and terrain as road (used jaguar sprite). They were still dominant.
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Allow guerrilas move 2 all as roads. This gives them at least some reason for someone to actually build them (i.e. a unit which can pillage and run.) |
Exactly. If they can do that, it's too powerful. 2 mov and road ads up to movement ability of radius of 6 despite terrain. Thats 12X12 squares of terrain for you to choose from if your in the middle of enemy empire!
quote:
I think they should be able to sit in "ambush", then if something accidentally comes next to them, they can attack and disengage. They trade punches with the enemy for a percentage of their status (say 2 for normal, 3 for veteran, and 4 for elite) and then disengage regardless of whether they are winning or losing. Guerilla warfare is not necessarily about killing an enemy.
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You indirectly have an ambush feature already. Most people longed for ambush option that would allow unit to be on fortify like mode that allows you to attack a unit incoming into that square (so the attack defense role is reversed) in another thread i posted. But really, if you trap a unit to end its turn right next to you and you attack and withdraw thats ambush/guerilla as you are describing. In addition to you saying guerilla is not necessarily about killing an enemy. Yes you're right, but in real life armies dont lose block of health either. Killing only one unit in that square w/ 10 other units sounds like a good enough guerilla action for me.
Last edited by Zero on 13-11-2002 at 04:31
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Zurai
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quote: Originally posted by planetfall
Sounds like for land units, INVISIBLE and HIDDENNATIONALITY are linked. So, until we have a working option, the choice is either invisible and hidden or no preference change.
I will start a test game later to see what the actual current play characterisitics are.
-- PF |
No they aren't. "Invisible" is different from "Stealth" in the unit flags in the editor. Invisible is what the submarines have; Stealth is what the Stealth planes have. "Hidden Nationality" is something else completely.
Oh, and to change their movement to all terrain to grasslands, look up the Keshik - it has mountains treated as grasslands. Try to figure out where they made that change and you should be able to change all the other terrain types to 1 movement for Guerrilas. I'd be more specific but, as I mentioned earlier, I still don't have PTW.
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planetfall
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Incoming from CO
Jan 2002 time: 22:23
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quote: Originally posted by Zurai
No they aren't. |
??????
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"Invisible" is different from "Stealth" in the unit flags in the editor. Invisible is what the submarines have; Stealth is what the Stealth planes have. "Hidden Nationality" is something else completely. |
Sounds like you missed some of thread. But what is "stealth". For air units it throws unit into different category of intercept rates. There is no concept of intercept rates for land or sea units. Therefore the question, what does "stealth" do to, say nucl subs? We know they are invisible. We know they can be set to have hidden nationality. If steath is checked, does the interaction of this unit change in game play or not?
The question about both is based on a report that Firaxis had problems getting invisible working with guerrila in PTW so came out without invisible checked as unit attribute. Based on AI action of attacking and seeking out invisible units just as it does for hidden nationality units, the proposition is made that there is some programming level link between both invisible and hidden nationality. Until that hidden link is corrected we can't have invisible active without having the AI treating the land unit as hidden nationality. Our only hope for balancing the AI is to turn on hidden nationality so we get balance.
quote:
Oh, and to change their movement to all terrain to grasslands, look up the Keshik - it has mountains treated as grasslands. Try to figure out where they made that change and you should be able to change all the other terrain types to 1 movement for Guerrilas. I'd be more specific but, as I mentioned earlier, I still don't have PTW. |
Good obsersevation, think it is in unmodifiable code, but will check preferences.
== PF
BTW-- are others noticing a severe degregation of apolyton forum responsivness? I am noticing greatly increased latency.
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sabrewolf

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turicum, helvetistan
Jun 2002 time: 06:23
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i reality, guerillas are very effective offensive units when used as surprise, e.g. attacking places you wouldn't expect.
well protected places and counterattacks however make the use of the guerilla quite useless.
so my conclusion:
- definetly NOT stronger offense than infantry (6 is good)
- worse defense then infantry (6 seems ok)
- because they are mobile foot units, either 1 movement (and all terrain as road) or my prefered version: 2 movement points, but treat all terrain as grassland
- cost must be low, because guerillas are usually just a handful of people. small but very effective.
and maybe with the stealth option
something would be nice, but it's currently not possible, because ZOC has changed in civ3: that the guerilla can't go past enemy units, only retreat backwards.
so if i could vote again, i'd now say: only reduce cost. but i don't know how balanced that would be.
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Minmaster
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So Cal
Nov 2001 time: 21:23
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quote: Originally posted by ruby_maser
yeah, the poll should be revised so they can be made invisible only in the jungle.
When they are in the jungle, the only way you should be able to spot them is by moving right next to them. Instead of giving them 2 movements, I think they should be able to sit in "ambush", then if something accidentally comes next to them, they can attack and disengage. They trade punches with the enemy for a percentage of their status (say 2 for normal, 3 for veteran, and 4 for elite) and then disengage regardless of whether they are winning or losing. Guerilla warfare is not necessarily about killing an enemy. However, I think a large enough force of guerillas stationed in ambush could take out an enemy unit by each making small strikes and then disengaging and getting the choice of still moving after their initial attack so they can disappear back into the jungle. |
by the time they're available, i dont think many jungle tiles would remain. they'd all be chopped down and cleared.
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