August 9, 2000, 05:56
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#1
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Warlord
Local Time: 01:08
Local Date: October 31, 2010
Join Date: Aug 2000
Location: NE-Germany
Posts: 160
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Question: nuclear units
"Nuklear"-units are units with a=99. Is there a way to change this (to a=16 or 20) for a scenario?
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August 9, 2000, 07:14
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#2
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Prince
Local Time: 00:08
Local Date: October 31, 2010
Join Date: Dec 1969
Location: Europe
Posts: 744
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Not if you wanted to retain the nuclear effect. You could alternatively have a very powerful cruise missile able to destroy a single unit in its attack. But that would need a very high firepower value.
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"The man who can smile when things go wrong has thought of someone he can blame it on"
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August 9, 2000, 09:02
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#3
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Warlord
Local Time: 01:08
Local Date: October 31, 2010
Join Date: Aug 2000
Location: NE-Germany
Posts: 160
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Yes, of course WITH the nuclear effect. This is the reason, why I like to change only the attack-factor for nuklear-units. Is there no chance?
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August 9, 2000, 10:28
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#4
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Emperor
Local Time: 02:08
Local Date: October 31, 2010
Join Date: Mar 2000
Posts: 8,278
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No Arne, I think there´s no chance... but if you need the nuclear effect, which kills all units, why do you need a different attack value?
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August 9, 2000, 11:22
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#5
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Warlord
Local Time: 01:08
Local Date: October 31, 2010
Join Date: Aug 2000
Location: NE-Germany
Posts: 160
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Hi, Bernd
"No Arne, I think there´s no chance... but if you need the nuclear effect, which kills all units, why do you need a different attack value?"
O.K. My sugestion was the following:
1. I like to use the "nuklear"-effekt (kill all units, burn down the land nearby, AND THE NUKE-ANIMATION) to create a kind of buccaneer-unit in my "colonize"-szenario.
2. The defenders should have a chance to win. (But If the defenders loose are they ALL killed.) Thats, why I need a different attack value.
Dosnt work, did it?
Now it seems, there is no way
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August 10, 2000, 00:06
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#6
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Deity
Local Time: 20:08
Local Date: October 30, 2010
Join Date: Jun 1999
Location: Apolyton
Posts: 12,351
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It wouldn't work because the concept is that, in case of a nuclear attack, the defenders don't have a chance, except with the SDIs. Which does paraellel reality. How much luck is an Abrams going to have at Ground Zero? If you use the nuke unit and edit it to 98a, then it's just a cruise missile.
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August 10, 2000, 03:38
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#7
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Warlord
Local Time: 01:08
Local Date: October 31, 2010
Join Date: Aug 2000
Location: NE-Germany
Posts: 160
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Hmm, no way to do that.  Now are the buccaneers indefatable. Not realistic. Have you other ideas and suggestions how I could use the nuklear effekt in a COLONIZE-scenario? (Plaque, Hurrikan (hey, I try it!), Fireships...)
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August 10, 2000, 05:09
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#8
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Warlord
Local Time: 00:08
Local Date: October 31, 2010
Join Date: Jan 2000
Location: Lyon, FRANCE
Posts: 249
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i have "hurrikan" unit in my scenario "AMERIQUES" it's just a sea-missile-type unit and it works (attacks all sea units and harbor) but give this units to a
tribes, barbarians IA don't attack with sea-missile. i give these "tempetes" to the inca, indians & aztec tribes (with the events)
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August 10, 2000, 05:14
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#9
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Warlord
Local Time: 00:08
Local Date: October 31, 2010
Join Date: Jan 2000
Location: Lyon, FRANCE
Posts: 249
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ooops, that's not a nuklear units sorry
(?? why do u want a nuklear ??)
a cruiser unit can be defeat and can sunk all naval units in the same ocean "case"
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August 10, 2000, 06:01
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#10
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Prince
Local Time: 02:08
Local Date: October 31, 2010
Join Date: Dec 1969
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Posts: 747
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Alternatively, you can make defenders 99 (or 98) strong in defense. Or, if you wish to give a little bit more "random" luck, make it about 30, with 4 Hit Points. (or even more than 5 HP).
Haven't tested this, so you'll probably need to play a bit around with the numbers.
If you wish, you could then make every unit in the game in about the same strength-class. Watch out however that it doesn't get too boring, as a lot of randomness is gone if you give only one hit point.
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August 10, 2000, 15:38
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#11
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Deity
Local Time: 20:08
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Join Date: Jun 1999
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Posts: 12,351
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Ask Temba about the outrageous HP and FP, he's good at that stuff
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August 11, 2000, 03:30
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#12
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Warlord
Local Time: 01:08
Local Date: October 31, 2010
Join Date: Aug 2000
Location: NE-Germany
Posts: 160
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Thank you all for your help.
Eyn:"(?? why do u want a nuklear ??)"
Thats because I want to change the tiles.dll (with the nuke animation). I know, nuklear units dont attack naval units if they are AI units. It seems, that a hurrikan, who is not attacking navs, is not a good hurrikan.  But it could look fine...
Allard "Alternatively, you can make defenders 99 (or 98) strong in defense. Or, if you wish to give a little bit more "random" luck, make it about 30, with 4 Hit Points. (or even more than 5 HP)... If you wish, you could then make every unit in the game in about the same strength-class..."
Good idea. I have tested this now a bit. With and without city walls, fortyfied and so on. Dosn´t work: the nuklear always wins.  That means, the buccaneers will became only barbarian AI-moved units, if I put it in the scenario.
Mao: Temba?
All: Buccaneer or hurrikan, I dont know. But the nuke effect is a must.
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August 11, 2000, 09:32
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#13
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Deity
Local Time: 20:08
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Join Date: Jun 1999
Location: Apolyton
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Mr. Temba. He goes by Pheonix now, but I'm sure if you post a thread at SLeague he'll see it sooner or later.
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August 17, 2000, 04:27
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#14
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Warlord
Local Time: 01:08
Local Date: October 31, 2010
Join Date: Aug 2000
Location: NE-Germany
Posts: 160
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Thanx again. I have found somthing, that could work, as I like it. (But it need to test it.)
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August 17, 2000, 10:27
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#15
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Warlord
Local Time: 18:08
Local Date: October 30, 2010
Join Date: Aug 2000
Location: St. Louis
Posts: 272
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Does anyone here know how to do multiple warhead nukes? What I was thinking of doing is creating a MRV unit that is the missile, and warheads that have movement of 3-5.
I was thinking the only way to do it is through events. I ws thinking about killedunit event. but does that apply to missile type units? Then is there an event that does a proximity create, like partisans?
Thanks!
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What if the Hokey-Pokey is really what its all about?
Contact me at cpoland@mail.win.org
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August 18, 2000, 16:01
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#16
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Chieftain
Local Time: 02:08
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Join Date: Aug 2000
Location: and a Finnish Assassin in Time.
Posts: 51
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Hello. I'm new here, but I'm quite a veteran in CivII scenarios... Anyway, someone said something about outrageous HPs and fire-power. Well I don't know about fire-power, but if you give HP more than 12, unit will have -1 hp and will die with 1 hit in any battle... Health indicator also shows all red.
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August 18, 2000, 16:25
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#17
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Prince
Local Time: 02:08
Local Date: October 31, 2010
Join Date: Dec 1969
Location: NL
Posts: 747
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hmm, that's interesting, but not what I meant. I meant HP and FP of about 4 or 3, and a/d of around 30/40
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August 19, 2000, 16:23
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#18
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Prince
Local Time: 01:08
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Location: of London
Posts: 375
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quote:

Originally posted by Mech Assassin on 08-18-2000 04:01 PM
...but if you give HP more than 12, unit will have -1 hp and will die with 1 hit in any battle... Health indicator also shows all red.
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Crikey your right! This seems to completely ignore the attack/defence stats of that unit.
I did a quick edit of an Armour unit to give HP of 20. Sure enough it had a red status bar (albeit full length) and lost immediately when attacking a Warrior!
Would be useful for scenarios where you need a flag unit to be killed where the attacker suffers no damage at all (not possible normally, even when setting defense to 0)
However, the game engine seems to realise that the unit is weak. In this case, when stacking my modified Armour with Musketeers, the Musketeers defend, rather than the Armour, even though the defence is still higher than the Musketeers.
Edit: addition of last paragraph
[This message has been edited by Miner (edited August 19, 2000).]
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August 19, 2000, 18:36
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#19
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Warlord
Local Time: 18:08
Local Date: October 30, 2010
Join Date: Aug 2000
Location: St. Louis
Posts: 272
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Maybe the battle calculation is determined by
HP before defense value?
------------------
What if the Hokey-Pokey is really what its all about?
Contact me at cpoland@mail.win.org
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August 20, 2000, 06:18
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#20
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Prince
Local Time: 01:08
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Join Date: Oct 1999
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Posts: 743
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That is interesting to know... I think I can use that knowledge.
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Mathias' Civ II Page
http://members.xoom.com/thalys/index.html
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