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cronos_qc
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Québec City
Nov 2002 time: 00:28
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Hi!
Does someone try to create a unit with the Hidden Nationality flag ON?(ground unit)
If yes, how the A.I. Players use this units? Do he's use properly the units with no nationality?(or he just use this unit like any other units).
If I create a units with hidden nationality, do you think the Guerrilla can be a good units?
6/6/1 90 Shields...maybe I can rise the shields to 100??? (A tank 16/8/2 cost 100 shields!)
What do you think about that?
Nice day!
Last edited by cronos_qc on 08-05-2003 at 00:03
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Willem
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Canada
Dec 2001 time: 00:28
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quote: Originally posted by Louis XXIV
The problem, Humans can capture the city and the AI doesn't know what happened |
That's not entirely true, capturing a city with one will have a serious effect on your diplomatic relations with that civ. That would probably take it from Polite right to Furious. The AI knows the unit belongs to you, it just can't do anything about it.
Last edited by Willem on 08-05-2003 at 17:31
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cronos_qc
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Québec City
Nov 2002 time: 00:28
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Louis XXIV:
You just have to Unflag the capture option in the civ3 : ptw editor!
Last edited by cronos_qc on 10-05-2003 at 03:15
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Tacit_Exit
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quote: Originally posted by Tattila the Hun
Despite the hidden nationality, ROP agreements affect these units too . . . |
Not in PTW 1.21f, I believe.
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problem_child
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State of the Animal
Mar 2000 time: 05:28
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ah, 7.7.3 is better in my opinion, they are militarily useful for hit n runs and softening-up targets, and sometimes even holding cities (or give you one more chance to hold that city...
Or use em to just stand there on a mountain in enemy territory, very useful for keeping workers from redeveloping territory, (so long as the nation in question is too bedraggled to send in troops and clear em out)
And they aren't too powerful (infantry can usually beat em) but not too weak (infantry can get slaughtered assaulting un-softened geurilla positions that are well dug into mountains or hills, especially if they are elite) I've even seen 7.7.3 Geurillas sucesfully resist modern armour, but only rarely, I think 7.7.3 is a really good representation of guerilla effectiveness. I made it so they can't take towns because I think of them as militias, armed paramilitaries and nationalist gunmen, they don't have the support, the administration or the co-ordination to take a city and occupy it, (hell the US and British armies found it difficult enough to hold cities in Iraq, so I wouldn't rate the chances of a bunch of Armed Factions full of dubious characters adorned with politicaly contraversial tattooings, terrorist leanings and gangster connections doin so, and they can't capture workers which is good. I kept having games were HN Geurillas could be used to steal huge numbers of workers from neibouring countries.... geurillas are not known for a habit of doing that.
I don't think there's any point of representing 'bandits' or something, only units of strong national significance... workers represent workforces consisting of thousands of people, either hordes of slaves or industrial projects employing thousands, military units tend to represent battalions or divisions, (even geurillas) so having bandits or something come and jump even a worker seems... silly to me (noffense)
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Tacit_Exit
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quote: Originally posted by problem_child I made it so they can't take towns |
How, pray tell, did you achieve this?
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