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FIRAXIS: A list of EASY fixes for the next C3C patch

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  • One thing I've noticed with the C3C debug games is that units are no longer marked offensive, as they were previously in Civ3 Vanilla (under the multi.sav hack) and PTW's standard debug mode.

    This may simply be hidden from the GUI dropdown Or perhaps the C3C programming team had dome something revolutionary indeed and removed the distinction, relying on new code to keep keep defenders in the city while others are sent to attack.

    I agree with you that on the artillery issue, there does not appear to be an easy solution. A possible solution that i've been thinking about is simply to promote more active use by having the city AI dispatch them on various 'missions' based on what the leader AI thinks is is a threat. This doesn't mean they'll be stacked, but maybe we'll see more instances where AI move arties out of core cities into a coastal town to bombard a passing enemy fleet. As I understand it, the current system is purely based on chance. If an arty happens to be present in a city and is within range, only then will it bombard.
    AI:C3C Debug Game Report (Part1) :C3C Debug Game Report (Part2)
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    • Re: FIRAXIS: A list of EASY fixes for the next C3C patch

      Originally posted by alexman [*] Remove AI offense flag from Mech. Infantry, Impi, and possibly Numidian Mercenary.
      My only question is will removing this flag prevent the AI from using the Impi, etc. to pillage and capture undefended workers/settlers?

      Originally posted by alexman [*]Add a "Immune to lethal bombard" to units. This would allow air power to kill tanks but not infantry, for example. Alternatively, add a "lethal stealth attack" list, so we can select specific units that can be killed by a stealth attack.
      One 'hack' to get this to work would be to overload the existing 'stealth attack targets' list so that when applied to a plane/artillery unit with 0 attack value and lethal bombard selected, it turns into a 'lethal bombard targets' list...unless this list currently does something already for planes or artillery? I notice that stealth fighters/bombers have stealth attack checked but it doesn't seem to do anything special in the game (it would be cool if it did allow you to specify a target -- improvement or unit -- to bomb, though)

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      • Oh, and one other request I just thought of -- currently, a nice (if obscure) feature is that even if you have 'animate friend/enemy moves' checked, you can temporarily change that to show but don't animate by holding down the SHIFT key. I'd like to request that the same thing feature be enabled for animate battles, so if I initiate a battle (or worse, a stack attack) and realize I didn't really want to watch all those units hack at each other, I could just hold down SHIFT and it would temporarily act as if I had animate battles UNCHECKED.

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        • Re: Re: FIRAXIS: A list of EASY fixes for the next C3C patch

          Originally posted by RobC

          My only question is will removing this flag prevent the AI from using the Impi, etc. to pillage and capture undefended workers/settlers?
          No, haven't you seen the AI pillage with a spearman? The AI even attacks weak/damaged units with "defensive" units if the odds are good.
          Last edited by alexman; November 14, 2003, 22:43.

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          • Mayan Javelin Throwers should not be able to Enslave Barbs.

            This fixes the problem completely; it's one thing to use Barbs as target practice, it's quite another to risk the loss of 30 Shield units in battle against full-blown AI civs.

            Increasing the Shield cost (within realistic limits) will do little to address the problem. I would still build a couple of 40- or even 50-Shield Javs if it meant securing a dozen (probably more) free Workers.


            Dominae
            Last edited by Dominae; November 14, 2003, 23:33.
            And her eyes have all the seeming of a demon's that is dreaming...

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            • Yup, that is how I see the Jav. Free slaves from barbs is too tempting at nearly any price.

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              • Come to think of it, as you increase the Javelin Thrower's cost, hunting Barbs becomes it's only useful/efficient function. I doubt that this was it's intended purpose in design.


                Dominae
                And her eyes have all the seeming of a demon's that is dreaming...

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                • Originally posted by RobC
                  Oh, and one other request I just thought of -- currently, a nice (if obscure) feature is that even if you have 'animate friend/enemy moves' checked, you can temporarily change that to show but don't animate by holding down the SHIFT key. I'd like to request that the same thing feature be enabled for animate battles, so if I initiate a battle (or worse, a stack attack) and realize I didn't really want to watch all those units hack at each other, I could just hold down SHIFT and it would temporarily act as if I had animate battles UNCHECKED.
                  VERY good one Rob
                  A true ally stabs you in the front.

                  Secretary General of the U.N. & IV Emperor of the Glory of War PTWDG | VIII Consul of Apolyton PTW ISDG | GoWman in Stormia CIVDG | Lurker Troll Extraordinaire C3C ISDG Final | V Gran Huevote Team Latin Lover | Webmaster Master Zen Online | CivELO (3°)

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                  • Originally posted by Master Zen


                    VERY good one Rob
                    I use it all the time

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                    • Re: FIRAXIS: A list of EASY fixes for the next C3C patch

                      Originally posted by alexman [*]Barbarian units should not be able to be enslaved. The Javelin Thrower is too powerful when used as a barb-farming unit. Combining free workers with the industrious/agricultural traits, the Mayans have an unbelievable early-game advantage.
                      I like barbarian enslavement because it gives more 'flavour' to the game. If a 1 in 3 chance is too unbalancing, perhaps it's also an 'easy fix' to lower the chance of enslavement against barbarians to, say, 1/6 or 1/10 rather than to rule it out altogether.
                      "As far as general advice on mod-making: Go slow as far as adding new things to the game until you have the basic game all smoothed out ... Make sure the things you change are really imbalances and not just something that doesn't fit with your particular style of play." - WesW

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                      • Originally posted by Dominae
                        Come to think of it, as you increase the Javelin Thrower's cost, hunting Barbs becomes it's only useful/efficient function. I doubt that this was it's intended purpose in design.


                        Dominae
                        Quite. Why not keep the cost and lower the probability of enslavement when attacking barbs?

                        EDIT: Lockstep stole my idea!

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                        • Originally posted by DrSpike
                          EDIT: Lockstep stole my idea!
                          This is the first time that I posted an idea a few minutes before another forum member does. Normally, it's the other way round!
                          "As far as general advice on mod-making: Go slow as far as adding new things to the game until you have the basic game all smoothed out ... Make sure the things you change are really imbalances and not just something that doesn't fit with your particular style of play." - WesW

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                          • Yeah, not only did you steal it you somehow managed to make your post appear before mine!

                            Hehe these threads are moving so fast crossposts can be amusing. It's funnier when they say complete opposite answers to a question.

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                            • I'd like to see...

                              Naval Air with lethal sea bombardment, and Attack Air with lethal land bombardment.

                              Each would have reduced bombardment values, but could kill their targets. Generic (heavy) Bombers could dish out the punishment but not kill anything.


                              No need to add units. Give Fighters lethal sea bombard and Jet Fighers/F-15's lethal sea and land bombard. Make it so that Bombers can't land on Aircraft Carriers. Naval air and Attack air.

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                              • Alex - Again, Great thread. Some comments on things that have made it into the top-o-the-thread list.

                                The ability to enslave Barbs, if it is removed, should be removed with the addition of an editable flag. - I have already modded my preferred game to have all ancient footsoldiers capable of takeing worker slaves. While it may be unbalancing for a single civ to have this ability, when all civs have it, the AI seems to benefit from it. (i.e. if you remove barb enslavement now - others will start calling for it to be added as an editor flag - why not combine the request now)

                                If the AI governor can recognize corruption - that would be GREAT!


                                Thanks

                                Kevin
                                ---- "What gunpowder did for war, Blake has done for the AI" - Diadem ----

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