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  • Unit Roles & AI build orders question

    Working on a scenario now, ran into a mystery. Tried almost everything. Maybe someone can see something I'm not seeing. Here's the problem;

    Created units for a Persian civ. Persian AI civ won't build them. The Persian civ is not designed for human play. The three units DO appear on the build list IF a human is controlling the Persian civ, but the 3 units do NOT appear in the build list if being run by an AI.

    SLOTS; the 3 units are in the Fanatic slot, and the Dragoon & Cavalry slots.

    When I changed the role of the last two units, from Attack (0), to air superiority (3) and (2) naval superiority, these units appear on the AI's build list. But not the unit in the Fanatic slot. The only role that I tried that made it appear on the AI's build list was (1) defense, and that won't work; the units are supposed to be attackers and harassers. With a defense role, they move once on the first turn, and then fortify wherever they end up, never moving again. It's almost as though the roles function is screwing up on the first turn. Can a rules file be rendered flawed? If so, is this how it acts? Anyone seen this before? I would hate to have to substitute a new rules file and re-do everything, but would, if that would fix this.

    Yes, it's in the fanatic slot, so here's what I also tried; Gave it the fanatic ability; free support for fundy, AND Persian govt IS Fundy, so no problem there. Should have worked. Didn't appear on the AI build list.

    Switched around tech roles for the unit too. Made it only available with Persian have-at-start techs that are "no,no" so only Persians would be able to build. Didn't appear. Made the unit available with a normal tech, but obsoleted with the "no persian" tech. Didn't appear.

    There were also some Hun units that I had to change roles for, in order to get them to appear on the AI build list.

    If all else fails, I can always event-generate these units. Not the best solution, and there's no guarantee that if the AI won't build them, it probably will disband them too.

    Anyone shed a light on this?

    One other thing; When scrutinizing the rules file, I noticed that I had changed the names of the two units in the dragoon & cavalry slot to very looooong names. Names that pushed the characters onto the next line in the rules file. Could this be a part of the problem? When the name of the unit is too long to be input into the editor, so you just change the name manually in the rules file, does too long a name cause the AI to suspend build orders for said units? Does the AI only recognize units names of a specified, limited number of characters? And if there are too many characters, it doesn't/won't recognize them/build them?
    Lost in America.
    "a freaking mastermind." --Stefu
    "or a very good liar." --Stefu
    "Jesus" avatars created by Mercator and Laszlo.

  • #2
    I can't really help you with your main question but the answer to the second one is that a long unit name seems to have no effect. The number of characters in a unit name that is needed to push unit data onto a second line depends on the size of your screen and whether you view the text file full screen width or view it in a reduced window.

    With a 22" screen, I had to expand a unit name to ~95 characters before the last field moved down to a second line. This had no effect on buildability but did spread the build list in the city window to almost full screen width.
    Excerpts from the Manual of the Civilization Fanatic :

    Money can buy happiness, just raise the luxury rate to 50%.
    Money is not the root of all evil, it is the root of great empires.

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    • #3
      Thanks that clears that up.

      I'm considering changing the roles again and this time taking out the events file and saving as scen. Might change the roles some way. Still have to resolve this.
      Lost in America.
      "a freaking mastermind." --Stefu
      "or a very good liar." --Stefu
      "Jesus" avatars created by Mercator and Laszlo.

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      • #4
        Does the Persian civilization control any units that are in either the musketeer or knight slots?

        Is this for the roman scenario? I've really been looking forward to this one!
        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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        • #5
          Yes it's the Fall-o-Rome scen.

          I've got the rhine/danube frontier working just about right, but that was after some weird role-switching. The Germans and Goths now produce raiders and goth cavalry. For some reason, the Franks and Saxons worked fine from the start. The Huns and Persians have been refusing to build their units. The very-late-legion is in the musketeer slot, and the Goth cavalry is in the knight slot (or is it crusader?)

          The naval superiority role, I suspect, doesn't work well with the land units. They seem to end up at the side of the map.

          The worst news is that I can't seem to grab it with civtweak. Gives me some weird error message. Civtweak isn't doing that with any other scen.

          Additionally, the Mobile warfare tech, designed to end piracy . . . doesn't. In this scen, at least, and I have no idea why. And not being able to get ahold of it with civtweak means that I can't shut the pirates off that way either.

          Doesn't look good. I can still patch it up, but the unsolvable problems are piling up. I don't recall wanting this one to have barbarians, and yet, there they are. No idea how that happened. Wonder if the version I have has been monkeyed with? Barbarian wrath or something.
          Lost in America.
          "a freaking mastermind." --Stefu
          "or a very good liar." --Stefu
          "Jesus" avatars created by Mercator and Laszlo.

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