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  • Question: nuclear units

    "Nuklear"-units are units with a=99. Is there a way to change this (to a=16 or 20) for a scenario?
    Arne · Das Civilization Forum

  • #2
    Not if you wanted to retain the nuclear effect. You could alternatively have a very powerful cruise missile able to destroy a single unit in its attack. But that would need a very high firepower value.

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    "The man who can smile when things go wrong has thought of someone he can blame it on"
    "I didn't invent these rules, I'm just going to use them against you."

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    • #3
      Yes, of course WITH the nuclear effect. This is the reason, why I like to change only the attack-factor for nuklear-units. Is there no chance?

      Arne · Das Civilization Forum

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      • #4
        No Arne, I think there´s no chance... but if you need the nuclear effect, which kills all units, why do you need a different attack value?
        Blah

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        • #5
          Hi, Bernd

          "No Arne, I think there´s no chance... but if you need the nuclear effect, which kills all units, why do you need a different attack value?"

          O.K. My sugestion was the following:

          1. I like to use the "nuklear"-effekt (kill all units, burn down the land nearby, AND THE NUKE-ANIMATION) to create a kind of buccaneer-unit in my "colonize"-szenario.

          2. The defenders should have a chance to win. (But If the defenders loose are they ALL killed.) Thats, why I need a different attack value.

          Dosnt work, did it?

          Now it seems, there is no way
          Arne · Das Civilization Forum

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          • #6
            It wouldn't work because the concept is that, in case of a nuclear attack, the defenders don't have a chance, except with the SDIs. Which does paraellel reality. How much luck is an Abrams going to have at Ground Zero? If you use the nuke unit and edit it to 98a, then it's just a cruise missile.
            Who wants DVDs? Good prices! I swear!

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            • #7
              Hmm, no way to do that. Now are the buccaneers indefatable. Not realistic. Have you other ideas and suggestions how I could use the nuklear effekt in a COLONIZE-scenario? (Plaque, Hurrikan (hey, I try it!), Fireships...)
              Arne · Das Civilization Forum

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              • #8
                i have "hurrikan" unit in my scenario "AMERIQUES" it's just a sea-missile-type unit and it works (attacks all sea units and harbor) but give this units to a
                tribes, barbarians IA don't attack with sea-missile. i give these "tempetes" to the inca, indians & aztec tribes (with the events)

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                • #9
                  ooops, that's not a nuklear units sorry
                  (?? why do u want a nuklear ??)
                  a cruiser unit can be defeat and can sunk all naval units in the same ocean "case"

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                  • #10
                    Alternatively, you can make defenders 99 (or 98) strong in defense. Or, if you wish to give a little bit more "random" luck, make it about 30, with 4 Hit Points. (or even more than 5 HP).

                    Haven't tested this, so you'll probably need to play a bit around with the numbers.

                    If you wish, you could then make every unit in the game in about the same strength-class. Watch out however that it doesn't get too boring, as a lot of randomness is gone if you give only one hit point.

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                    • #11
                      Ask Temba about the outrageous HP and FP, he's good at that stuff
                      Who wants DVDs? Good prices! I swear!

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                      • #12
                        Thank you all for your help.

                        Eyn:"(?? why do u want a nuklear ??)"
                        Thats because I want to change the tiles.dll (with the nuke animation). I know, nuklear units dont attack naval units if they are AI units. It seems, that a hurrikan, who is not attacking navs, is not a good hurrikan. But it could look fine...

                        Allard "Alternatively, you can make defenders 99 (or 98) strong in defense. Or, if you wish to give a little bit more "random" luck, make it about 30, with 4 Hit Points. (or even more than 5 HP)... If you wish, you could then make every unit in the game in about the same strength-class..."

                        Good idea. I have tested this now a bit. With and without city walls, fortyfied and so on. Dosn´t work: the nuklear always wins. That means, the buccaneers will became only barbarian AI-moved units, if I put it in the scenario.

                        Mao: Temba?

                        All: Buccaneer or hurrikan, I dont know. But the nuke effect is a must.
                        Arne · Das Civilization Forum

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                        • #13
                          Mr. Temba. He goes by Pheonix now, but I'm sure if you post a thread at SLeague he'll see it sooner or later.
                          Who wants DVDs? Good prices! I swear!

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                          • #14
                            Thanx again. I have found somthing, that could work, as I like it. (But it need to test it.)
                            Arne · Das Civilization Forum

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                            • #15
                              Does anyone here know how to do multiple warhead nukes? What I was thinking of doing is creating a MRV unit that is the missile, and warheads that have movement of 3-5.

                              I was thinking the only way to do it is through events. I ws thinking about killedunit event. but does that apply to missile type units? Then is there an event that does a proximity create, like partisans?

                              Thanks!

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