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Boco
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who was once King for a week.
Jan 2001 time: 00:24
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Okay, I'm stumped. Not a rare occurrence, but....
How do you get the camel unit (aka Turkey, in red below) to attack the settler SW of Kantara? A competent human player will stack a good defensive unit with the Settler, making the attack suicidal. Even so, I'd like the Turkey to attack (on turn 2). He seems determined to run away(and survive). Btw, it's ToT.
Things I've tried:
1. Created the Turkey at start, but used up its move.
Then, wrote MoveUnit* actions to either and both of these triggers:
- Turn=Every
- ReceivedTechnology (that's what created the Settler)
2. Created the Turkey at start. Used up all but one road movement factor (it's alpine), manually set up a goto command, and then saved the scenario.
3. Made the Settler real expensive, and the Turkey cheap.
Best I've ever gotten is 2-3 of 8 Turkeys will attack.
*maprect
64,50,80,50,80,62,64,62
moveto
62,50 (the Settler's square)
Attachment: mu2kanta.png
This has been downloaded 85 time(s).
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ravagon
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Australia
Sep 1999 time: 13:24
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Does the camel always move in a straight line towards the settler with your moveunit command? It doesn't actually have to as it can move on the diagonal with the same cost and hence gets into the ZOC of the other city.
One other thing I've often found is that given the choice of attacking a unit or a city, the city gets it much more often unless its a barb unit attacking. If you want the settler taken out you might try moving it SE one square so the camel doesn't have the choice?
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Boco
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who was once King for a week.
Jan 2001 time: 00:24
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Ravagnon, the Turkeys go in one of three directions: due south to a special resource square within the city limits of a port held by the Settlers civ (Allies), due east like a bat out of hell, or dutifully to attack the Settler's stack. They never attack Port Suez or Kantara.
Create them adjacent to the settler (due S of Kantara), and it's the Charge of the Light Brigade every time. Only against the settler, never against Kantara.
DV, it's a WW1 campaign, but I'm not setting any records for speed of development. 
Case led me to an old thread (1999) initiated by Captain Nemo, http://apolyton.net/forums/showthre...=&threadid=9383. In it some guy, 3 years prior to his utterly ignored 21st birthday , had this bit: quote: The units that are
1) not fortified
2) not on sentry duty
3) not already headed for a destination
4) no building fortfications
5) not nuclear weapons
6) not human units
can move with MoveUnit
Unfortunately, for the AI, that is a very precise list, considering that many AI units are always on the move (but obviously going nowhere) or on sentry or fortified.. I think this event works best with freshly created units. |
Anything to add after 3 years, DV? I'll try combining creating and moving into the same @THEN statement.
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