May 25, 2003, 22:23
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#1
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King
Local Time: 21:21
Local Date: November 1, 2010
Join Date: Jan 2001
Location: of underdogs
Posts: 1,774
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Unwanted Desertions
I've reached an impasse on a scenario I'm struggling with, and it's driving me nuts. The scenario deals with the WWI campaign in the Near East.
On March 1917, the Gaza front from the sea to Beersheba is ably defended by 10 static defenders who have been in place since December 1915 (the start of the scenario). The Allies slowly approach Beersheba with a railroad. Suddenly in April 1917, the AI decides to disband 9 of the static defenders, leaving the front very poorly defended!
March, 1917
April, 1917
Here are the stats on the units that get disbanded. They are homed to Gaza and Beersheba, but do not require any shields for support (Turk government is Fundy).
Gaza Line, FP, 0, 0.,0, 0a,10d, 2h,1f, 1,0, 1, Fun, 000100000000000
This is a scenario killer, so I'm desperate for any ideas on how to reduce the probability that this will happen.
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May 25, 2003, 23:15
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#2
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Emperor
Local Time: 20:21
Local Date: November 1, 2010
Join Date: Apr 1999
Location: of the frozen North.
Posts: 4,197
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Tried this?
; Advanced unit fields
; G) General flags
; 01000000 barbarian unit will not expire: 1 - no expire
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May 26, 2003, 00:07
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#3
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King
Local Time: 21:21
Local Date: November 1, 2010
Join Date: Jan 2001
Location: of underdogs
Posts: 1,774
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Unfortunately, yes. Advanced unit field G settings are 11000010
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May 26, 2003, 04:05
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#4
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Emperor
Local Time: 12:21
Local Date: November 2, 2010
Join Date: Feb 2000
Posts: 3,057
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Have you tried homeing them to more distant cities? (though this would eliminate the desired effect of the line falling apart as Gaza and Beersheba are taken).
BTW, nice Wadis
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- Neal Stephenson, Cryptonomicon
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May 26, 2003, 06:37
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#5
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Emperor
Local Time: 04:21
Local Date: November 2, 2010
Join Date: Dec 1969
Posts: 3,079
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On an unrelated note... How come that ship doesn't have a health bar!?
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May 26, 2003, 08:01
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#6
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King
Local Time: 21:21
Local Date: November 1, 2010
Join Date: Jan 2001
Location: of underdogs
Posts: 1,774
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@Case: I'll giving rehoming a shot. The lack of a collapse post-capture of Gaza and Beersheba is still better than a collapse before their fall. Thanks for the wadi kudos. At least they're an improvement over the monstrous channels I had before.
@Merc: No, I haven't played with Sprites. The ship isn't a unit.
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May 26, 2003, 08:56
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#7
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Emperor
Local Time: 04:21
Local Date: November 2, 2010
Join Date: Dec 1969
Posts: 3,079
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Damn.
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May 26, 2003, 16:51
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#8
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Emperor
Local Time: 03:21
Local Date: November 2, 2010
Join Date: Jun 2001
Location: Madrid, Spain, Europe
Posts: 7,795
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Have you tried to use a different domain for the units? I've seen trirremes unit at year 1900 or 2000 in Civ2 standar, much later I've seen the last warrior - I wonder if the domain influences the AI desire to disband a unit
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Trying to rehabilitateh and contribuing again to the civ-community
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May 26, 2003, 18:07
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#9
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Emperor
Local Time: 18:21
Local Date: November 1, 2010
Join Date: Dec 1969
Location: Fascist
Posts: 3,161
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What unit slot are they? You get weird effects with units in the musketeer and knight slots. I try to avoid then althogether.
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Re-elect Bush!
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May 26, 2003, 20:13
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#10
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King
Local Time: 21:21
Local Date: November 1, 2010
Join Date: Jan 2001
Location: of underdogs
Posts: 1,774
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It's slot 53 (where slot 0 is the settler slot), but I've seen a similar problem with slots 76-79.
I'll try switching to domain 1, rng 0.
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May 26, 2003, 21:20
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#11
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King
Local Time: 21:21
Local Date: November 1, 2010
Join Date: Jan 2001
Location: of underdogs
Posts: 1,774
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Okay, I did some testing.
These had no effect:
Changing the home city
Changing the domain to air
Changing the role to attack, diplomacy, or trade
This prevented the desertion
Changing the obsolete tech to nil.
FP is a tech that makes most Turk units obsolete. I gave it to the Turks at the start to limit what the AI can build. Oddly, there are 91 other 'obsolete' Turk units on the map, including 10 of another 0mf defensive unit. Most but not all are farther from the Allied threats. None of these were disbanded
The desertions occurred one turn after the Turks received a tech that changed the units that could be built. Previously, only a single offensive unit could be built. After the tech, that unit became obsolete, but two defensive units could be built.
Looks like I'll need to revise the obsolete techs of my Turk units.
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May 26, 2003, 23:19
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#12
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Prince
Local Time: 19:21
Local Date: November 1, 2010
Join Date: Jun 2002
Location: Sunset and the evening star And one clear call for me.
Posts: 784
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You should make a teaser thread boco. Those screenshots have picqed my interest.
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Sea Kings TOT
Sors salutis/ et virtutis/ michi nunc contraria,/ est affectus/ et defectus/ semper in angaria./
Hac in hora/ sine mora/ corde pulsem tangite;/ quod per sortem/ sternit fortem,/ mecum omnes plangite!
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May 26, 2003, 23:34
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#13
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King
Local Time: 21:21
Local Date: November 1, 2010
Join Date: Jan 2001
Location: of underdogs
Posts: 1,774
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Tease would be the word. This beast is on a sloooow schedule. You still want to be teased even if it doesn't start beta testing in earnest until August?
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May 27, 2003, 09:58
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#14
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Moderator
Local Time: 04:21
Local Date: November 2, 2010
Join Date: Apr 2002
Location: Helsingborg, Scania
Posts: 1,253
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Quote:
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Originally posted by Boco
Tease would be the word. This beast is on a sloooow schedule. You still want to be teased even if it doesn't start beta testing in earnest until August?
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of course we will. tease away.. tease away
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May 27, 2003, 12:15
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#15
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Emperor
Local Time: 22:21
Local Date: November 1, 2010
Join Date: Dec 1969
Location: Baltimore, MD
Posts: 4,325
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Yeah I was teasing for Koykujitsu like 3 years ago
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May 27, 2003, 15:31
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#16
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Moderator
Local Time: 04:21
Local Date: November 2, 2010
Join Date: Apr 2002
Location: Helsingborg, Scania
Posts: 1,253
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Quote:
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Originally posted by DarthVeda
Yeah I was teasing for Koykujitsu like 3 years ago
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that is so true.. and we will never see it done (j/k )
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