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ColdWizard
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fighters make for good dip/spy killers
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Paradox
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Kent, UK + Cape Town,S.A
Dec 2002 time: 05:27
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quote: Originally posted by Gatekeeper
..... So what I do is try to prevent such obvious pre-programmed responses from developing in the first place; i.e., I've edited the abilities of the diplos and spies. Making them subject to ZOC is the best move by far, IMHO.
Gatekeeper |
What are the specific changes to rules.txt that would implement this change? i.e exact lines to be added/modified?
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ColdWizard
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quote: Originally posted by Paradox
What are the specific changes to rules.txt that would implement this change? i.e exact lines to be added/modified? |
to take out the ZOC immunity change these lines:
Diplomat, Esp, 0, 2.,0, 0a,0d, 1h,1f, 5,0, 6, Wri, 000000000000010
Spy, nil, 0, 3.,0, 0a,0d, 1h,1f, 8,0, 6, Esp, 000000000000011
to this:
Diplomat, Esp, 0, 2.,0, 0a,0d, 1h,1f, 5,0, 6, Wri, 000000000000000
Spy, nil, 0, 3.,0, 0a,0d, 1h,1f, 8,0, 6, Esp, 000000000000001
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Straybow
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SG(2)… gone but not forgotten
Jan 1970 time: 23:27
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Just compare the howie to the arty. There's only one special ability flagged, so if you want to undo it replace the 1 with a 0. I would only change attack strength and HP.
code: original lines for comparison:
Artillery, Rob, 0, 1.,0, 10a,1d, 2h,2f, 5,0, 0, Too, 000000000000000
Howitzer, nil, 0, 2.,0, 12a,2d, 3h,2f, 7,0, 0, Rob, 000000001000000
Howitzer, nil, 0, 2.,0, 10a,2d, 2h,2f, 7,0, 0, Rob, 000000001000000
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Straybow
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SG(2)… gone but not forgotten
Jan 1970 time: 23:27
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Player1, if you don't have city walls (often the case) the howie's power makes no difference anyway.
Howies can't compare to Dip/Spy powers though. And talk about no "balance," the only defense against Investigation, Sabotage, Bribe/Revolt, Poison, and Nuke is to prevent the unit from reaching your city. Having a Dip or Spy stationed in a city provides a little defense against Stealing Tech, but no other powers can be countered.
Incite Revolt cost depends only on the size of the city, distance from the capital, and form of government. IIRC having a Courthouse increases the cost. Otherwise number and type of improvements or units present has no effect.
Removing the "ignore ZOC" power at least makes 'em work for it. I let them keep their powers so the AI has a chance, and allow myself only Investigate, Sabotage, and Embassy functions.
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