September 3, 2000, 16:13
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#1
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Deity
Local Time: 18:43
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Location: Dance Dance for the Revolution!
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Question about a bug
Was there a bug in ver. 2.78 that allowed the AI to build nukes as soon as it got Rocketry?
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September 5, 2000, 03:06
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#2
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Deity
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You guys aren't exactly a font of information...
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September 5, 2000, 03:31
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#3
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Emperor
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A bug? Seems to me the AI's always been able to build any amount of any new units in the same turn it discovers the appropriate tech.
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finbar
Mono Rules!
#33984591
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September 6, 2000, 02:20
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#4
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Deity
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Yeah, except that nukes require a certain wonder to be built 1st...
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September 6, 2000, 09:04
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#5
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Emperor
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Bugger. You're quite right. I've never seen it happen, but then anything's possible.
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finbar
Mono Rules!
#33984591
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September 6, 2000, 18:32
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#6
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Settler
Local Time: 22:43
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Location: Haven
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I've never seen the AI build nukes without the Manhattan Project being built first. However, the AI is allowed to build a few units of a type that has just become availavble for free. It is also allowed to upgrade several existing units to the newly available types for free, instead of needing to disband those units to speed up construction of the new units. Personally, I don't like the AI having this ability, but I suppose it was neccessary to add it to give the AI a fighting chance against a good human player.
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September 7, 2000, 02:58
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#7
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Deity
Local Time: 18:43
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Not exactly what I was hoping for. I ask because I've never seen it before either, but I've been tinkering with my modpack and was hoping I didn't cause the bug. Now I have to fix it and quite frankly I can't think of anything I did to creat it.
Crap.
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September 7, 2000, 04:56
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#8
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Emperor
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Theban - have you moved either the Manhatten project or Nuclear Missiles from their specific ordered slots in the Rules.txt file? If so - there is your problem because the MP prequisite is hard-wired into the program not in the rules.txt ie. unit 83 can only be built after wonder 14 or some such ...
Hope this helps,
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____________
Scouse Git[1]
"CARTAGO DELENDA EST" - Cato the Censor
"The Great Library must be built!"
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September 7, 2000, 08:33
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#9
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Prince
Local Time: 22:43
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I have 2.78 and I've never seen the AI build a nuke without Manhattan being built first.
I suspect SG is right about the unit build restriction being slot related.
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September 7, 2000, 15:45
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#10
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Deity
Local Time: 18:43
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Nope and nope.
I did rename it to ICBM and change it move to 32. That's probably it, but I don't see why either of these should affect the unit. I was hoping to not have to change them back.
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September 9, 2000, 05:17
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#11
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King
Local Time: 23:43
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Theben,
all the nuclear units have 99 attack points. I tried to decrease the attack point once ( to perform a neutronic nuclear weapon ), and still to 80 attack points these units are nuclear weapons... 79 is the highest attack point you can perform without Manhattan stuff. Pleas note, once you build ( or the AI build it, there's no difference ) the Manhattan Project, every civ that reaches Rocketry is able to build nuclear weapons...
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September 9, 2000, 21:36
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#13
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Deity
Local Time: 18:43
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Join Date: Dec 1969
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Thanks for the info, but the attack value was not changed.
And the problem wasn't that a certain civ got to build after the Manhattan Project was built; the problem was that two of them built nukes BEFORE MAnhattan was completed!
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September 11, 2000, 14:21
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#14
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Prince
Local Time: 14:43
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Join Date: May 2000
Posts: 717
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Theben, I've never seen the AI build nukes before Manhattan Project was built.
Elspeth, take a look at the "cruise missile cheat" thread on the Civ2 strategy forum. We've been talking about the question of free AI units with its development of new tech, and I'm pretty sure the claim you made is wrong, though I've seen the same claim made frequently by others.
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September 11, 2000, 15:13
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#15
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Emperor
Local Time: 14:43
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Location: SF, CA don't call it frisco... Striker!!
Posts: 3,617
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Theben - not that it helps much, but IIRC there was a thread somewhere (Scenario League?) about a year(?) ago that said movement above twenty (27?) something caused problems.
How's that for a well documented recommendation!
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September 14, 2000, 14:34
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#16
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Deity
Local Time: 18:43
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Not well documented, but a step in the right direction. Thanks!
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September 14, 2000, 14:57
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#17
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King
Local Time: 23:43
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Join Date: Jun 2000
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quote:
Originally posted by Theben on 09-07-2000 03:45 PM
I did rename it to ICBM and change it move to 32. That's probably it, but I don't see why either of these should affect the unit. I was hoping to not have to change them back.
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Hmmm... Maybe this will help you. I'm working to a "Antigonos Monophtalmos" scenario. I created a Title.gif ( a cool image of indian elephants charging the macedonian phalanx's formation ), - all colors and palettes were OK - and placed it into scen's directory... and every time it failed to load the game. Civ codes are unpredictable... Try to set back old values.
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September 14, 2000, 15:07
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#18
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Deity
Local Time: 18:43
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Join Date: Dec 1969
Location: Dance Dance for the Revolution!
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September 22, 2000, 00:06
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#19
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Deity
Local Time: 18:43
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Join Date: Dec 1969
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Okay, finally fixed. Note to self: Don't have 2 AI use "0" units available with Rocketry. D'oh! <
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September 22, 2000, 05:38
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#20
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Emperor
Local Time: 22:43
Local Date: October 30, 2010
Join Date: Nov 1999
Location: Liverpool, United Kingdom
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Hey, theban, would you care to decrypt your last message?
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____________
Scouse Git[1]
"CARTAGO DELENDA EST" - Cato the Censor
"The Great Library must be built!"
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September 22, 2000, 21:22
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#21
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Deity
Local Time: 18:43
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Join Date: Dec 1969
Location: Dance Dance for the Revolution!
Posts: 15,132
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quote:
Originally posted by Scouse Gits on 09-22-2000 05:38 AM
Hey, theban, would you care to decrypt your last message?
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Not if you keep calling me Theb an
Anyhous, my marine unit is upgraded to a Marine+ unit (real original name, huh?) with Rocketry. The gist of it is the unit gets +1 firepower. Unfortunately, the unit has an AI role number of "0" as does the Nuclear unit. Now Leo's upgrades the units into Marine+, but when the computer is trying to determine what to change obsolete build orders to, it (I think) scans the UNITS list from top to bottom, and the 1st unit that fits the bill (based mostly on AI role) is the one that the build orders are upgraded to. Guess what's before Marines+? So if the AI (or player) was building Marines when it discovered Rocketry, the build orders changed to Nukes! I guess the AI didn't feel like changing to something else...
And I said D'OH 'cuz I knew that happened with other units. I didn't expect it with nukes, tho'. It's 'fixed' by changing the Nuke AI role to 3.
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September 25, 2000, 10:29
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#22
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Emperor
Local Time: 22:43
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Join Date: Nov 1999
Location: Liverpool, United Kingdom
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Sorry Theben - I shall try to remember - and thanks for the info
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____________
Scouse Git[1]
"CARTAGO DELENDA EST" - Cato the Censor
"The Great Library must be built!"
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October 3, 2000, 08:04
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#23
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Deity
Local Time: 18:43
Local Date: October 30, 2010
Join Date: Dec 1969
Location: Dance Dance for the Revolution!
Posts: 15,132
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Well, THAT didn't quite work either. Bear in mind that I have the regular "cruise" missile set to AI role "3" and the AI still uses them to pound my ships (they are set to be able to shoot down planes). I've never seen them move against a plane so I thought it would work for nukes. But I've seen the AI send 2 nukes against my planes so far (nukes can't shoot down planes), and another went around one of my cities to nuke an engineer (which just happened to be next to the city)!
So I give up; nukes set back to "0" and the infantry+/marines+ units have been moved to Combined Arms.
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