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AGRICOLA
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Canadian bush & Florida
Feb 2003 time: 00:31
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I notice that the some unit parameters that I did not think fair in RED FRONT are present in RED FRONT 1.5. What I objected to was that after clearing all enemy units within a couple of squares of a city and with absolutely no fighter aircraft in the area, I still ran the risk of getting my airlift shot down, usually by Wehrmacht SG units. The following quote is taken verbatim from my RED FRONT: Scorched Earth & Partisans posting on the CIV II/Strategy Forum.
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II.7 I have encountered unexpected problems airlifting units between cities that definitely had no enemy fighter planes anywhere near them yet a warning about getting shot down by enemy aircraft appeared whenever an airlift was attempted. I am uncertain whether the author intended this because some units that should be able to shoot down airlifts cannot do so while a rather odd assortment of ground units can. The source of the problem was traced to the roles assigned to certain ground units in the RULES files. The following is a partial list of role codes that determine how the AI plays certain units:
0 = Attack
1 = Defend
2 = Naval Superiority
3 = Air Superiority
As can be seen below, all fighter aircraft have a "3" (Air Superiority) in the third last column in the RULES files. Also, all have the special ability to intercept aircraft in flight. Special abilities are defined by the string of 15 0's and 1's at the end of the line for each unit type. Here, a 1 in the 11th position indicates that the unit has the ability to intercept aircraft in flight. There is no problem with this for fighter aircraft. Surprisingly, neither A.A.Batteries, 88 mm AA Batteries nor Sdkfz-4x20mm Flak can attack airlifts, apparently because they do not have a "3" as their role code.
I-16 Polikarpov, nil, 1,10.,1, 4a,3d, 2h,2f, 5,0, 3, Env, 000000000010001
Me-109 Fighter, nil, 1, 7.,2, 9a,4d, 2h,2f, 7,0, 3, CA, 000000000010001
Fw-190A Fighter, nil, 1, 7.,2,10a,5d, 2h,2f, 8,0, 3, Uni, 000000000010001
LA-5 Fighter, nil, 1, 7.,1, 0a,4d, 2h,2f, 6,0, 3, Mys, 000000000010001
Yak-9 Fighter, nil, 1, 8.,2, 10a,5d, 2h,2f, 7,0, 3, Sea, 000000000010001
Me-262 Jet Fighter,nil, 1, 8.,1, 0a,5d, 2h,2f, 9,0, 3, AFl, 010000000010001
Sdkfz-4x20mm Flak, nil, 0, 5.,0, 0a,9d, 3h,2f, 6,0, 0, Ast, 010000000010000
A.A.Battery, nil, 0, 1.,0, 0a,5d, 3h,2f, 8,0, 1, Too, 010000000010000
88mm AA Battery, nil, 0, 1.,0, 10a,7d, 3h,2f, 8,0, 1, Rob, 010010000000000
However, the ground units listed below do have a "3" in the role code column. Some of these units have a "3" in every RULES file they appear in, others have a "0" or a "3" depending on the season and yet others have a "3" only once and a "0" the rest of the time they appear in RULES files. All of these can attack airlifts although none can attack aircraft in flight.
Hummel, nil, 0, 3.,0, 12a,3d, 3h,2f, 7,0, 3, X3, 000000001000000
Pz38t Light Tank, nil, 0, 4.,0, 9a,4d, 3h,2f, 4,0, 3, Alp, 000000000000000
PzKw V "Panther", nil, 0, 5.,0,12a,10d, 3h,2f, 7,0, 3, CoL, 000000000000000
"Karl" 60cm Mortar,Pot, 0, 2.,0, 18a,8d, 6h,6f,10,0, 3, X3, 000001001000000
Wehrmacht SG, nil, 0, 1.,0, 6a,4d, 1h,2f, 2,0, 3, E2, 000000001000000
NKVD Trooper, nil, 0, 2.,0, 6a,6d, 2h,2f, 5,0, 3, no, 000000001000010
Red Guard, nil, 0, 4.,0, 7a,5d, 2h,2f, 2,0, 3, Cmn,000011001000000
For some reason the Civ II algorithm appears to use the role code rather than special abilities flags to determine whether a unit can intercept an airlift. As a consequence, a Pz 38 or a Karl in the vicinity of a Soviet city can shoot down an airlift into or out of that city despite having no special ability to attack aircraft in flight. As none of the ground units listed above has a 1 in position 11, I am almost certain that, unless he was trying to stop most airlifts to or from front line cities, the author of the scenario did not intended that these units should be able to intercept airlifts. I base my conclusion on the both the fact that none of the three types of specialized AA units can shoot down airlifts, whereas the rather motley collection of non-specialized ground units can do so, as well as the fact that there are other inconsistencies in this scenario. For example, for some reason, Tikhvin is not a port city while Kitela, situated on the same body of water, is a full-fledged port.
If desired, the problem can be fixed by editing the RULES files where needed by changing the 3's to 0's for the ground units in question.
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Also, you might want to take a look at the descriptions for Red October Factory, Communist Party and Nazi Party 1933. There is no quantitative information in their descriptions, only qualitative.
With regard to playing RF 1.5, I'm still in shock from the power of the German initial advance. So I'm going to pull a Stalin and spend a day or so trying to figure out whether I prefer to be hung or shot. My situation ain't funny but the scenario looks good.
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