June 17, 2002, 10:08
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#1
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Prince
Local Time: 19:43
Local Date: October 31, 2010
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Marines: does AI ever build them?
I have a couple of small islands: 12 and 14 tiles. Too often it takes too many resources to keep defensive force ready for any invasion.
If I plant a swordman/worker on each coast tile, then the AI will be forced to get marines. Does AI ever build marines, or am I safe filling coast tile with workers to block an invasion?
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June 17, 2002, 10:10
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#2
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Emperor
Local Time: 21:43
Local Date: October 31, 2010
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i actually did that in one game, and no the ai neevr built marines.
i stopped doing it, because it's stupid and takes some fun out of the game.
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June 17, 2002, 10:12
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#3
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Deity
Local Time: 05:43
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Join Date: Sep 2000
Location: Latvia, Riga
Posts: 18,355
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You might also want to refer to http://apolyton.net/forums/showthrea...threadid=53177 for my thread about modifying Marines and making the AI use them.
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June 17, 2002, 10:19
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#4
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Prince
Local Time: 19:43
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Interesting, will try that mod in next game. "BS carry 2", i.e., transport 2 , right. I don't remember any settings specific to type of unit transported.
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June 17, 2002, 10:23
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#5
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Deity
Local Time: 05:43
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Join Date: Sep 2000
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Planetfall: if you just set transport capacity of BS to 2, they will carry any two units. With my mod, they can only carry Cruise Missiles, and nothing else.
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June 17, 2002, 10:51
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#6
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Prince
Local Time: 19:43
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Quote:
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Originally posted by Solver
Planetfall: if you just set transport capacity of BS to 2, they will carry any two units. With my mod, they can only carry Cruise Missiles, and nothing else.
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Have not been using mods yet, civ3 has been challenging enough just with editor changes. Might try mods after PTW comes out. I have been under the impression that mods are A) somewhat difficult to not cause pc system problems and B) not easy to back out. If there is a step-by-step recipe somewhere for installing and deinstalling the mod I would be willing to try it.
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June 17, 2002, 11:02
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#7
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Prince
Local Time: 22:43
Local Date: October 31, 2010
Join Date: Mar 2002
Location: Philadelphia, PA
Posts: 978
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I saw the AI build a whole big gob of marines once. They weren't used as amphibious units though. Just ground troops.
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June 17, 2002, 11:03
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#8
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Chieftain
Local Time: 02:43
Local Date: November 1, 2010
Join Date: May 2002
Location: England
Posts: 81
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The Ai does build marines but i don't know if they use them properly.
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June 17, 2002, 11:36
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#9
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Deity
Local Time: 05:43
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Planetfall, a correction: sure, my mod is just a set of various changes to rules and units, and I don't think there are any too dramatic.
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I can kill you whenever I please... but not today. - The Cigarette Smoking Man
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June 17, 2002, 11:48
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#10
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Prince
Local Time: 19:43
Local Date: October 31, 2010
Join Date: Jan 2002
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Quote:
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Originally posted by Solver
Planetfall, a correction: sure, my mod is just a set of various changes to rules and units, and I don't think there are any too dramatic.
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So what editor changes do you make to allow Cruise missiles but not other units on BS's?
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June 17, 2002, 12:04
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#11
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Prince
Local Time: 20:43
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Join Date: Jan 2002
Location: reprocessing plutonium, Yongbyon, NK
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Seeing as how my coastal cities in the modern era are usually guarded by a spearman and a musketman: thank God the AI doesn't use marines for amphibious assault. I do, however, run into AI marines all the time in conventional ground combat.
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June 17, 2002, 13:06
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#12
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Deity
Local Time: 05:43
Local Date: November 1, 2010
Join Date: Sep 2000
Location: Latvia, Riga
Posts: 18,355
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Added Foot unit to Missiles, and Carries Foot Units only to Battleships.
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Contact: solver-at-weplayciv-dot-com
I can kill you whenever I please... but not today. - The Cigarette Smoking Man
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June 17, 2002, 13:34
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#13
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Chieftain
Local Time: 02:43
Local Date: November 1, 2010
Join Date: Mar 2001
Posts: 81
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On the topic of Marines, Im in the midst of playing a game right now where each civ (5) has a little island to themselves (the best way to play imho), and somehow I got rooked out of oil - soon afterwards I had a collection of around 50 Marines, this is the first real game where Ive used them, it turns out Marines are pretty good. Attacking an Infantry fortified in a city, they generally hit twice before they die. So most of my battles were against Infantry and Tanks, until I finally got oil too. Although I suppose any unit is good when you have a **** load.
PS: Marines are great for stealing AI workers along the coast - bombard coast, wait for AI worker, attack, move worker into boat, return home.
PPS: The reason Marines are usually so bad is b/c just as you get them Tanks become available too - If you play on small islands, techs dont come in every 4 turns, instead they come in around every 10-14.
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June 17, 2002, 15:05
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#14
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Emperor
Local Time: 04:43
Local Date: November 1, 2010
Join Date: Oct 2000
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Re: Marines: does AI ever build them?
Quote:
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Originally posted by planetfall
I have a couple of small islands: 12 and 14 tiles. Too often it takes too many resources to keep defensive force ready for any invasion.
If I plant a swordman/worker on each coast tile, then the AI will be forced to get marines. Does AI ever build marines, or am I safe filling coast tile with workers to block an invasion?
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hi ,
why put someone on every tile , its costing a lot , ...
its better to have a force in you city's , and a couple stacks of "mobile" units , that you can get to a "hot" spot when something happens , ...
and sometimes the tile's are so , that on some places you need a second row , better to use lets say those workers for something else , ...
and yes the AI builds marines , ....
tip ; put AI default level in the editor at "deity" , this seems to give a nicer AI , ....well , if you can call it nice , this way you shall see marines , with firesupport and all .
have a nice day
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June 17, 2002, 15:31
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#15
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Prince
Local Time: 19:43
Local Date: October 31, 2010
Join Date: Jan 2002
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Cost is not an issue: continent is RRed and workers pulled from sitting in sitting in city central. Guess could disband/join workers, but that means a bit of micro management. Value is 8 calvary units and 2 transports are freed for offensive work.
Then again, maybe I should open area after I have the island airported. Reserve units would only be 1 move away. 26 workers who weren't doing anything, did not seem like much. Even if 1/3 are foreign, I could still save 10gpt. 100g/10years. Ok, that might make micromanagment effective. Usually I have needed workers again for rebuilding conquered areas. Will have to figure out which is better: a) working workers, retiring working, recreating workers, or b) working workers, sleeping workers, and reactivating workers. thanks for asking the cost question.
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June 17, 2002, 17:08
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#16
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Emperor
Local Time: 04:43
Local Date: November 1, 2010
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Posts: 8,117
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Quote:
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Originally posted by planetfall
Cost is not an issue: continent is RRed and workers pulled from sitting in sitting in city central. Guess could disband/join workers, but that means a bit of micro management. Value is 8 calvary units and 2 transports are freed for offensive work.
Then again, maybe I should open area after I have the island airported. Reserve units would only be 1 move away. 26 workers who weren't doing anything, did not seem like much. Even if 1/3 are foreign, I could still save 10gpt. 100g/10years. Ok, that might make micromanagment effective. Usually I have needed workers again for rebuilding conquered areas. Will have to figure out which is better: a) working workers, retiring working, recreating workers, or b) working workers, sleeping workers, and reactivating workers. thanks for asking the cost question.
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hi ,
do you have RR yet , ....
try to save gold , now you are kind of trowing it away , ...
and try to put some naval units of your cost , ...
foreign workers , okay , put them in your city , one here , one there , ....
have a nice day
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June 17, 2002, 18:08
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#17
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Prince
Local Time: 19:43
Local Date: October 31, 2010
Join Date: Jan 2002
Location: Incoming from CO
Posts: 975
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Continent and 2 islands have RR on all tiles.
F3 shows about 30 workers. I don't know how many foreign workers I have, best guess is 60. Guess I should either join my workers or disband them.
Just started with navy. Actually just started military build up phase. Previous phase was infrastructure. From now on 50%-70% production will be for military until I get the size I want, then it is wealth time. Navy is only at four staging areas. The AI can have the rest of the oceans, for now.
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June 17, 2002, 18:18
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#18
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Emperor
Local Time: 04:43
Local Date: November 1, 2010
Join Date: Oct 2000
Location: MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Posts: 8,117
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Quote:
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Originally posted by planetfall
Continent and 2 islands have RR on all tiles.
F3 shows about 30 workers. I don't know how many foreign workers I have, best guess is 60. Guess I should either join my workers or disband them.
Just started with navy. Actually just started military build up phase. Previous phase was infrastructure. From now on 50%-70% production will be for military until I get the size I want, then it is wealth time. Navy is only at four staging areas. The AI can have the rest of the oceans, for now.
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hi ,
, maybe you should post a SAV(e) , so that people understand , or post some screenshots , ..
have a nice day
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June 18, 2002, 10:56
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#19
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Prince
Local Time: 20:43
Local Date: October 31, 2010
Join Date: Jan 2002
Location: reprocessing plutonium, Yongbyon, NK
Posts: 560
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Quote:
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Originally posted by ShredZ
PS: Marines are great for stealing AI workers along the coast - bombard coast, wait for AI worker, attack, move worker into boat, return home.
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I'm going to have to do this. By the modern era 80% of my workers are foreign slaves anyway, but I could always use more.
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