Apolyton Archive  |  Preserved copy of the Apolyton Civilization Site and its forums as they stood in September 2005. Read-only; nothing here can be posted to or replied to.  |  Forum index |  About this archive |  The 1998–2001 UBB forums
Today on Apolyton WARDELL INTERVIEW PROMO A.C.S. HISTORY CHAPTER 4 GET CIV4 /w FREE PLUS! A.C.S. PHOTO GALLERY GET A.O.M. V1.1
Apolyton Civilization Forums
main| civ2| civ3| civ4| smac| ctp2| ron| moo3| galciv| galciv2| alt| about|
ApolytonPLUS | register | search | faq | new posts | pm (-/-) | upload | members
hall of fame new! | civgroups | civgroups news | interviews | the column | radio | chat | directory | news | store | PLUS
Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Miscellaneous > Archive > Scenario League / Civ2-Creation -Archive > Paratroopers & "Fortress Guns" - Help needed
Show a Printable Version | Email This Page to Someone! | Receive updates to this thread | Report this to Apolyton news!

bottom of page
  
Author
Thread    < Last Thread     Next Thread > Post New Thread     Post A Reply
Kull is offline Kull

King
El Paso, TX USA
Mar 1999
time: 22:27
  Old Post 03-05-2003 05:17 Visit Kull<br><a href=/members><img src=/forums/images/lifer-icon.gif border=0></a><BR>'s homepage!
Edit/Delete Message Reply w/Quote
#1 Report this post to a moderator
Paratroopers &amp; &quot;Fortress Guns&quot; - Help needed Tired of ads?

I have two units that aren't working as planned, and hopefully someone out there has seen and solved these problems:

1) Paratrooper Won't Jump: (Bloody Coward!) There actually aren't "true paratroopers" in this scenario, but I want the special message (with graphic) to show that unit "x" has taken a particular city. Unit "x" is not in the normal paratrooper slot but has the correct flag. It's created by events in a nearby city and the target city is the only "empty" enemy city within it's paradrop range....and yet the darn thing won't jump! I played around with it's movement, attack, cost and defense, but none of those make a difference. What's needed to entice this unit to grab the city?

2) I've heard tell of "Fortress Guns" which are actually Move-1 air units positioned in a city/carrier/airbase that can't fly away without crashing but will attack enemy units in an adjacent square. I've tried positioning them atop "Land Aircraft Carriers" (Forts) both with and without Airbases underneath. In every case, the AI controlled guns commit suicide on the very first turn. What am I missing here?

techumseh is offline techumseh
King
of the frozen North.
Apr 1999
time: 22:27
  Old Post 03-05-2003 05:31 Visit techumseh's homepage!
Edit/Delete Message Reply w/Quote
#2 Report this post to a moderator
Support Apolyton buy from Amazon

Dumb questions #1-4: Is there a state of war? Have you tried a "MakeAggression" event the same turn? Does the 'jumping' civ have other cities, ie. is this part of a "normal" war between two more or less "normal" civs? Are there other units in the base city, or will the jumping unit leave it undefended?

Re: "Fortress Guns", Alex the Magnificent pioneered this concept in his scenario on the Seven Years War in North America. They were naval guns as I recall, and had the submarine flag. Another possible answer is the role assigned to the unit, which may affect how it's used by the AI.

Kull is offline Kull

King
El Paso, TX USA
Mar 1999
time: 22:27
  Old Post 03-05-2003 05:54 Visit Kull<br><a href=/members><img src=/forums/images/lifer-icon.gif border=0></a><BR>'s homepage!
Edit/Delete Message Reply w/Quote
#3 Report this post to a moderator
Enter the AD-FREE zone

quote:
Originally posted by techumseh
Dumb questions #1-4: Is there a state of war?


Yes. The whole time this unit won't jump, units from the civ (we'll call them "Germans") are leaving that very city and assaulting nearby forts owned by the other civ (who we'll call "Belgians").

quote:
Have you tried a "MakeAggression" event the same turn?


No, but there was one a few turns earlier and the two civs despise each other.

quote:
Does the 'jumping' civ have other cities, ie. is this part of a "normal" war between two more or less "normal" civs?


Yep, plenty of 'em too. So it is a fairly normal war in that every other form of attack takes place except the paradrop. They are both AI civs.....

quote:
Are there other units in the base city, or will the jumping unit leave it undefended?


There are other defenders, but it DID fortify and defend. So then I lowered the "D" and upped the "A" and the darn thing marched out and hurled itself at one of the forts! I even tried placing it on an airbase and making it impossible to move normally (it was hemmed in by ZOC and an adjacent 0-move enemy "bomber"), but it just fortified and sat there.

quote:
Re: "Fortress Guns", Alex the Magnificent pioneered this concept in his scenario on the Seven Years War in North America.


That's where I first heard of it. Didn't you doing something similar with the Barbarian towns in Roman Civil War?

quote:
They were naval guns as I recall, and had the submarine flag.


I doubt that will work here - the forts are all far from the sea.

quote:
Another possible answer is the role assigned to the unit, which may affect how it's used by the AI.


I changed the role from 3 (Air Superiority) to 0 (Defend) without effect.

techumseh is offline techumseh
King
of the frozen North.
Apr 1999
time: 22:27
  Old Post 03-05-2003 06:30 Visit techumseh's homepage!
Edit/Delete Message Reply w/Quote
#4 Report this post to a moderator
Support Apolyton or Terrorists Win

Well, I'm out of ideas. But I'm glad you're finishing it.

MagyarCrusader is offline MagyarCrusader
Emperor
Fascist
Jan 1970
time: 21:27
  Old Post 03-05-2003 07:01
Edit/Delete Message Reply w/Quote
#5 Report this post to a moderator
Get a bigger avatar today!

The AI is lame. Unless its too much trouble, try changing the unit slot.

I don't think there is anything you can do about the guns. The AI will move the air units every turn. The only thing I can suggest is making the airbase/carrier the "land gun" and the unit an artillery shell with missile properties, and use events to create an artillery shell at each location every turn.

Boco is offline Boco
Prince
who was once King for a week.
Jan 2001
time: 00:27
  Old Post 03-05-2003 08:02 Visit Boco's homepage!
Edit/Delete Message Reply w/Quote
#6 Report this post to a moderator
Suffering from ads?

quote:
Paratrooper Won't Jump: (Bloody Coward!)
I've got an AI-controlled para in the 64th slot of units. It'll jump into empty cities much of the time, [/I]but not always[I]. It's dirt cheap to build. Stats are:
Adwar, Hor, 0, 6.,0, 3a, 1d, 2h,1f, 1,0, 0, X7, 000010100000011

I have MakeAggression every turn, but I'm going to take it out shortly. I'll let you know if that affects paratrooper behavior. Para's role is attack? Other units in home base have Defend role?

  < Last Thread     Next Thread > Post New Thread     Post A Reply
All times are GMT. The time now is 05:27.
Apolyton Time is 00:27.
    top of page
Rate This Thread:
archivepost
Forum Jump:
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
 




Contact Us - Apolyton Civilization Site - Support Us!

Building a better Apolyton through better information. Click here and take our poll!
Non-US visitors, click here!

Powered by: vBulletin Version 2.0.3
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Page generated in 0.0353 seconds (86.36% PHP - 13.64% MySQL) with 31 queries
Page Loading Time:

Support Apolyton: Amazon USA | Amazon UK | Amazon DE | Amazon FR |
Support Apolyton and get FREE PLUS, Buy from Chips&Bits: Galactic Civilizations | Galactic Civilizations: Deluxe Edition | Call to Power 2 | Civilization: The Boardgame | GURPS/ Alpha Centauri | Alpha Centauri | Civilization IV | Civilization III: Complete |


Front Page | Civilization IV | Civilization III | Civilization II | Call to Power II | Alpha Centauri | Master of Orion III
Rise of Nations | Galactic Civilizations | Galactic Civilizations II | Misc
Alt.Civs | Civ I | C:CtP I | About | News | Directory | Apolyton Store | Forums | Chat | Columns | Interviews | Newsletter
Scenario League | CSC | Clash of Civs | Spanish Site | CtP Maps | Cradle of Civ | WesW's Ctp1/2 Site | Civ3 Haven

apolyton.net | apolyton.com | civilization2.net | civilization3.net | civilization4.net | civilizationiv.info | calltopower.net | galciv.net | galciv2.net | moo3.net