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Old August 9, 2000, 05:56   #1
AroSch
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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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Old August 9, 2000, 07:14   #2
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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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Old August 9, 2000, 09:02   #3
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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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Old August 9, 2000, 10:28   #4
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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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Old August 9, 2000, 11:22   #5
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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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Old August 10, 2000, 00:06   #6
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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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Old August 10, 2000, 03:38   #7
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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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Old August 10, 2000, 05:09   #8
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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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Old August 10, 2000, 05:14   #9
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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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Old August 10, 2000, 06:01   #10
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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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Old August 10, 2000, 15:38   #11
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Ask Temba about the outrageous HP and FP, he's good at that stuff
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Old August 11, 2000, 03:30   #12
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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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Old August 11, 2000, 09:32   #13
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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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Old August 17, 2000, 04:27   #14
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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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Old August 17, 2000, 10:27   #15
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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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Old August 18, 2000, 16:01   #16
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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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Old August 18, 2000, 16:25   #17
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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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Old August 19, 2000, 16:23   #18
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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.


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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Old August 19, 2000, 18:36   #19
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Maybe the battle calculation is determined by
HP before defense value?

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Old August 20, 2000, 06:18   #20
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That is interesting to know... I think I can use that knowledge.

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