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Old September 3, 2000, 16:13   #1
Theben
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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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Old September 5, 2000, 03:06   #2
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You guys aren't exactly a font of information...
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Old September 5, 2000, 03:31   #3
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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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Old September 6, 2000, 02:20   #4
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Yeah, except that nukes require a certain wonder to be built 1st...
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Old September 6, 2000, 09:04   #5
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Bugger. You're quite right. I've never seen it happen, but then anything's possible.

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Old September 6, 2000, 18:32   #6
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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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Old September 7, 2000, 02:58   #7
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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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Old September 7, 2000, 04:56   #8
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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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Old September 7, 2000, 08:33   #9
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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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Old September 7, 2000, 15:45   #10
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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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Old September 9, 2000, 05:17   #11
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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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Old September 9, 2000, 14:44   #12
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quote:

Originally posted by Prometeus on 09-09-2000 05:17 AM
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.


Cool. I never knew that.
 
Old September 9, 2000, 21:36   #13
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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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Old September 11, 2000, 14:21   #14
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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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Old September 11, 2000, 15:13   #15
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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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Old September 14, 2000, 14:34   #16
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Not well documented, but a step in the right direction. Thanks!
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Old September 14, 2000, 14:57   #17
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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.


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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Old September 14, 2000, 15:07   #18
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quote:

Originally posted by Prometeus on 09-14-2000 02:57 PM
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.



Well the name isn't that important so I'm gonna change that back, but I'll try a move of 24 1st and see if that works...I'm trying for something intercontinental here.
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Old September 22, 2000, 00:06   #19
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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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Old September 22, 2000, 05:38   #20
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Hey, theban, would you care to decrypt your last message?

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Old September 22, 2000, 21:22   #21
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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?



Not if you keep calling me Theban

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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Old September 25, 2000, 10:29   #22
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Sorry Theben - I shall try to remember - and thanks for the info

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Old October 3, 2000, 08:04   #23
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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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