View Full Version : Why is domain none making my gunship invincible, when no-one else talks of this prob?


ozza000
Jan 24, 2006, 12:13 PM
This is the gunship unit in my game then when it is invincible. As you can see I have given the unit amphibious promotion as it should have and upped its strenght slightly (as I have done to many modern units). However if I have this unit as domain none as below, it is invincible on the offence, and wins everytime. It beats land units, naval units and air units, taking no damage itself. So, please point out what is wrong with this unit.

<UnitInfo>
<Class>UNITCLASS_GUNSHIP</Class>
<Type>UNIT_GUNSHIP</Type>
<UniqueNames/>
<Special>NONE</Special>
<Capture>NONE</Capture>
<Combat>UNITCOMBAT_HELICOPTER</Combat>
<Domain>NONE</Domain>
<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
<Invisible>NONE</Invisible>
<SeeInvisible>NONE</SeeInvisible>
<Description>TXT_KEY_UNIT_GUNSHIP</Description>
<Civilopedia>TXT_KEY_UNIT_GUNSHIP_PEDIA</Civilopedia>
<Strategy>TXT_KEY_UNIT_GUNSHIP_STRATEGY</Strategy>
<Advisor>ADVISOR_MILITARY</Advisor>
<bAnimal>0</bAnimal>
<bFood>0</bFood>
<bNoBadGoodies>0</bNoBadGoodies>
<bOnlyDefensive>0</bOnlyDefensive>
<bNoCapture>1</bNoCapture>
<bRivalTerritory>0</bRivalTerritory>
<bMilitaryHappiness>0</bMilitaryHappiness>
<bMilitarySupport>1</bMilitarySupport>
<bMilitaryProduction>1</bMilitaryProduction>
<bPillage>1</bPillage>
<bSabotage>0</bSabotage>
<bDestroy>0</bDestroy>
<bStealPlans>0</bStealPlans>
<bInvestigate>0</bInvestigate>
<bCounterSpy>0</bCounterSpy>
<bFound>0</bFound>
<bGoldenAge>0</bGoldenAge>
<bInvisible>0</bInvisible>
<bFirstStrikeImmune>0</bFirstStrikeImmune>
<bNoDefensiveBonus>1</bNoDefensiveBonus>
<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
<bCanMoveImpassable>0</bCanMoveImpassable>
<bFlatMovementCost>1</bFlatMovementCost>
<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
<bNukeImmune>0</bNukeImmune>
<bPrereqBonuses>0</bPrereqBonuses>
<bPrereqReligion>0</bPrereqReligion>
<bMechanized>1</bMechanized>
<UnitClassUpgrades/>
<UnitAIs>
<UnitAI>
<UnitAIType>UNITAI_ATTACK</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
<UnitAI>
<UnitAIType>UNITAI_PILLAGE</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
</UnitAIs>
<NotUnitAIs/>
<Builds/>
<ReligionSpreads/>
<GreatPeoples/>
<Buildings/>
<ForceBuildings/>
<HolyCity>NONE</HolyCity>
<ReligionType>NONE</ReligionType>
<StateReligion>NONE</StateReligion>
<PrereqReligion>NONE</PrereqReligion>
<PrereqBuilding>NONE</PrereqBuilding>
<PrereqTech>TECH_ROCKETRY</PrereqTech>
<TechTypes>
<PrereqTech>TECH_FLIGHT</PrereqTech>
<PrereqTech>NONE</PrereqTech>
<PrereqTech>NONE</PrereqTech>
</TechTypes>
<BonusType>BONUS_OIL</BonusType>
<PrereqBonuses/>
<ProductionTraits/>
<Flavors/>
<iAIWeight>0</iAIWeight>
<iCost>180</iCost>
<iHurryCostModifier>0</iHurryCostModifier>
<iMinAreaSize>-1</iMinAreaSize>
<iMoves>4</iMoves>
<iAirRange>0</iAirRange>
<iNukeRange>-1</iNukeRange>
<iWorkRate>0</iWorkRate>
<iBaseDiscover>0</iBaseDiscover>
<iDiscoverMultiplier>0</iDiscoverMultiplier>
<iBaseHurry>0</iBaseHurry>
<iHurryMultiplier>0</iHurryMultiplier>
<iBaseTrade>0</iBaseTrade>
<iTradeMultiplier>0</iTradeMultiplier>
<iGreatWorkCulture>0</iGreatWorkCulture>
<TerrainImpassables/>
<FeatureImpassables/>
<iCombat>24</iCombat>
<iAirCombat>0</iAirCombat>
<iAirCombatLimit>0</iAirCombatLimit>
<iXPValueAttack>4</iXPValueAttack>
<iXPValueDefense>2</iXPValueDefense>
<iFirstStrikes>0</iFirstStrikes>
<iChanceFirstStrikes>0</iChanceFirstStrikes>
<iInterceptionProbability>0</iInterceptionProbability>
<iEvasionProbability>0</iEvasionProbability>
<iWithdrawalProb>25</iWithdrawalProb>
<iCollateralDamage>0</iCollateralDamage>
<iCollateralDamageLimit>0</iCollateralDamageLimit>
<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
<iCityAttack>0</iCityAttack>
<iCityDefense>0</iCityDefense>
<iAnimalCombat>0</iAnimalCombat>
<iHillsDefense>0</iHillsDefense>
<TerrainNatives/>
<FeatureNatives/>
<TerrainDefenses/>
<FeatureDefenses/>
<UnitClassAttackMods/>
<UnitClassDefenseMods/>
<UnitCombatMods>
<UnitCombatMod>
<UnitCombatType>UNITCOMBAT_ARMOR</UnitCombatType>
<iUnitCombatMod>100</iUnitCombatMod>
</UnitCombatMod>
</UnitCombatMods>
<DomainMods/>
<BonusProductionModifiers/>
<iBombRate>0</iBombRate>
<iBombardRate>0</iBombardRate>
<SpecialCargo>NONE</SpecialCargo>
<DomainCargo>NONE</DomainCargo>
<iCargo>0</iCargo>
<iConscription>0</iConscription>
<iCultureGarrison>10</iCultureGarrison>
<iExtraCost>0</iExtraCost>
<iAsset>5</iAsset>
<iPower>24</iPower>
<UnitMeshGroups>
<iGroupSize>1</iGroupSize>
<fMaxSpeed>1.75</fMaxSpeed>
<iMeleeWaveSize>1</iMeleeWaveSize>
<iRangedWaveSize>1</iRangedWaveSize>
<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_GUNSHIP</EarlyArtDefineTag>
</UnitMeshGroup>
</UnitMeshGroups>
<Button>,Art/Interface/Buttons/Units/Gunship.dds,Art/Interface/Buttons/Unit_Resource_Atlas.dds,5,10</Button>
<HotKey/>
<bAltDown>0</bAltDown>
<bShiftDown>0</bShiftDown>
<bCtrlDown>0</bCtrlDown>
<iHotKeyPriority>0</iHotKeyPriority>
<FreePromotions>
<FreePromotion>
<PromotionType>PROMOTION_AMPHIBIOUS</PromotionType>
<bFreePromotion>1</bFreePromotion>
</FreePromotion>
</FreePromotions>
</UnitInfo>


Thanks, Olly.

RED DIAMOND
Jan 24, 2006, 01:41 PM
Check your PM.

Kael
Jan 24, 2006, 02:26 PM
You probably don't want to use a Domain of None. Their is a lot of AI logic that goes on based on what the Domain is. With a Domain of none the AI doesn't know what to do with the unit and it just sits there.

RED DIAMOND
Jan 24, 2006, 03:03 PM
You probably don't want to use a Domain of None. Their is a lot of AI logic that goes on based on what the Domain is. With a Domain of none the AI doesn't know what to do with the unit and it just sits there.

Hmm, that's not been my experience. I think you have to make sure to give the unit the proper unit ai's and they used the choppers just fine:confused:

Kael
Jan 24, 2006, 03:18 PM
Hmm, that's not been my experience. I think you have to make sure to give the unit the proper unit ai's and they used the choppers just fine:confused:

I tried to use this and they just sat there. The Gunships in Vanilla Civ are Domain Land. (There are no domain NONE units in vanilla civ).

In my tests I was using Attack and Pillage AI's just like Ozza000. Have you gotten it to work with other AIs?

RED DIAMOND
Jan 24, 2006, 03:36 PM
I tried to use this and they just sat there. The Gunships in Vanilla Civ are Domain Land. (There are no domain NONE units in vanilla civ).

In my tests I was using Attack and Pillage AI's just like Ozza000. Have you gotten it to work with other AIs?

I just realized I probably overlooked this. Going back and testing again for this you are correct:blush: I was playing my cousin MP when we changed this and just got so excited I forgot about checking the AI behavior closer. Hmm, I think that sucks but that's life:D

RED DIAMOND
Jan 24, 2006, 10:11 PM
Not being one to give up just yet:D

I was thinking if you do make the chopper DOMAIN_LAND, what about the transport ship as a carrier for the choppers? They can be loaded, but has anyone seen the AI load choppers on a transport and use them in their invasion force?? This was my sole reason for giving them the ability to cross water. If the AI does not use tranports to add choppers to the invasion force, but humans do, is that not something that gives the human an unfair advantage?

Kael
Jan 24, 2006, 10:30 PM
Not being one to give up just yet:D

I was thinking if you do make the chopper DOMAIN_LAND, what about the transport ship as a carrier for the choppers? They can be loaded, but has anyone seen the AI load choppers on a transport and use them in their invasion force?? This was my sole reason for giving them the ability to cross water. If the AI does not use tranports to add choppers to the invasion force, but humans do, is that not something that gives the human an unfair advantage?

Yeah, I would say thats a considerable advantage on continents maps. I also considered giving my units an action button which toggled them between DOMAIN_LAND and DOMAIN_WATER versions of the units, but the AI wouldn't know how to use that either.

Rabbit, White
Jan 24, 2006, 11:11 PM
Just today I had a game in which the AI brought choppers via transports when it tried to invaded me ;). So the AI knows how to do that. As for more realistic choppers (i.e. such that can cross or fly over water), I guess we just need to wait for SDK to do that, cause the AI simply won't know how to use them.

I want me SDK already :cry:

:D

RED DIAMOND
Jan 25, 2006, 02:47 AM
Just today I had a game in which the AI brought choppers via transports when it tried to invaded me ;). So the AI knows how to do that. As for more realistic choppers (i.e. such that can cross or fly over water), I guess we just need to wait for SDK to do that, cause the AI simply won't know how to use them.

I want me SDK already :cry:

:D

Ok good that is great to hear:goodjob:

boneys26
Jan 25, 2006, 04:22 AM
found you problem change

<iConscription>0</iConscription>
<iCultureGarrison>10</iCultureGarrison>
<iExtraCost>0</iExtraCost>
<iAsset>5</iAsset>
<iPower>24</iPower>

to

<iConscription>0</iConscription>
<iCultureGarrison>10</iCultureGarrison>
<iExtraCost>0</iExtraCost>
<iAsset>5</iAsset>
<iPower>20</iPower>

as you can see your <ipower> is set to 24 change it to 20 the way it should be then it will be ok again I too have domain none and it works fine

boneys26
Jan 25, 2006, 04:24 AM
Just today I had a game in which the AI brought choppers via transports when it tried to invaded me ;). So the AI knows how to do that. As for more realistic choppers (i.e. such that can cross or fly over water), I guess we just need to wait for SDK to do that, cause the AI simply won't know how to use them.

I want me SDK already :cry:

:D


I got me mech inf carrying 5 marines as theres no land transport :lol: thinking about getting me copper to do the same

Kael
Jan 25, 2006, 08:16 AM
found you problem change

<iConscription>0</iConscription>
<iCultureGarrison>10</iCultureGarrison>
<iExtraCost>0</iExtraCost>
<iAsset>5</iAsset>
<iPower>24</iPower>

to

<iConscription>0</iConscription>
<iCultureGarrison>10</iCultureGarrison>
<iExtraCost>0</iExtraCost>
<iAsset>5</iAsset>
<iPower>20</iPower>

as you can see your <ipower> is set to 24 change it to 20 the way it should be then it will be ok again I too have domain none and it works fine

iPower is how much the unit counts toward the players power rating.

You have Domain NONE on a unit and the AI uses it?

Belizan
Jan 25, 2006, 09:19 AM
You have a unit which is Domain None and it takes damage when it attacks?

boneys26
Jan 25, 2006, 11:29 AM
iPower is how much the unit counts toward the players power rating.

You have Domain NONE on a unit and the AI uses it?


even if it is, it should still be set to 20 just like the original file and yes the AI uses it and No my chopper still gets killed

rcuddy
Jan 25, 2006, 01:22 PM
Changing nothing from the original settings but the domain to NONE I also get the invincible chopper effect. To be exact it just suffers very very small damage completely out of line from the amount it receives against same opponents with domain set to DOMAIN_LAND.

RED DIAMOND
Jan 25, 2006, 02:28 PM
Changing nothing from the original settings but the domain to NONE I also get the invincible chopper effect. To be exact it just suffers very very small damage completely out of line from the amount it receives against same opponents with domain set to DOMAIN_LAND.

Yeah, and since the AI "does" bring choppers across water with transports, it is not needed to have choppers cross water due to this negative effect IHMO.;)

Belizan
Jan 25, 2006, 04:14 PM
Yeah, and since the AI "does" bring choppers across water with transports, it is not needed to have choppers cross water due to this negative effect IHMO.;)

There are other reasons to try to solve this problem.

RED DIAMOND
Jan 25, 2006, 08:40 PM
There are other reasons to try to solve this problem.

Like? Maybe I missed something.:)

Kael
Jan 25, 2006, 08:47 PM
Just being able to have true multi-domain units would be very cool.

Rabbit, White
Jan 25, 2006, 09:13 PM
Like? Maybe I missed something.:)
Well, it's not a huge deal but I think having choppers that can at least temporarily fly over water, or at least move over coastal tiles (so that they can cross narrow channels without the need for transport) would be great.

In fact, I'm baffled by this system that puts such an arbitrary movement resitriction on flying units (air domain) and what's more, creates a situtation in which an air unit uses land domain to move.

Belizan
Jan 25, 2006, 09:33 PM
Or, for instance, the other night, I implemented fuel-based airplanes. Trouble is, they are invulnerable (practically) on offense, because setting them to domain None was the only way to get them to "fly".

RED DIAMOND
Jan 25, 2006, 09:53 PM
Or, for instance, the other night, I implemented fuel-based airplanes. Trouble is, they are invulnerable (practically) on offense, because setting them to domain None was the only way to get them to "fly".

Well, I see this and the reason mentioned above. Its a bad tradeoff I think too. A fuel based system they had in the past was most likely the best way to handle air units in turn based games, I agree.

Sometimes I just have to stop wondering why computer gaming compaines take out proven useful features/systems in lieu of newer less effective systems/features in the advanced games of a series.

I have come to the conclusion that the gaming industry never keeps that same team that made say civ2, when they are making civ4. The "new" team is most likely younger, has more business/time constraints than the prior team, sees the prior version as "old" and has an agenda for the "new" version, and in doing so, overlook/gut certain features/systems in leiu of "their" pet feature/systems "they" think are neat and cool.

This is why we have the current air/land mix system we do now. No not cool.:rolleyes:

Sidewinder00Q
Jan 26, 2006, 12:07 AM
Just being able to have true multi-domain units would be very cool.

Yes, It will allow us to make an Amphibious APC for a Command and Conquer Mod.

CallMeCeasar
Jan 26, 2006, 12:40 AM
I just bought civilization IV because I heard it was a badass game, but my roommates friend stole it before i even got it out the box, anyone wouldnt know a place I could get it. Don't want to spend more $ to buy it again...

Defectiv
Jan 26, 2006, 07:48 AM
I just bought civilization IV because I heard it was a badass game, but my roommates friend stole it before i even got it out the box, anyone wouldnt know a place I could get it. Don't want to spend more $ to buy it again...

I know where to get it, go to roommates friends room, knock on door and get it back :)

(in other words, i think this sounds like a very lame excuse to get a warez version...)

Belizan
Jan 26, 2006, 06:22 PM
Sometimes I just have to stop wondering why computer gaming compaines take out proven useful features/systems in lieu of newer less effective systems/features in the advanced games of a series.


Actually, I don't wonder about the removal of the fuel system in civ 4. I could comment about their goals to make Civ 4 more approachable for the casual gamer, etc. But really... Civ 4 turns last *years*. No plane has enough fuel to stay in flight for years. Civ has always used abstractions and aproximations for various real world issues and concepts. The shift from fuel based range to the idea that planes, relative to deployment of troops and armor, move at a different time ratio makes perfect sense to me.

I also appreciate, however, that some people love the idea of empire with technologies (the name I use for the mother of all exponential growth games). Coding fuel dependent units was easy given the various pieces had already been solved by others and myself on these boards. I couldn't sleep one night, so I coded it up. There are, of course, many other reasons for having multi-domain units, as others have pointed out.

I know where to get it, go to roommates friends room, knock on door and get it back :)

(in other words, i think this sounds like a very lame excuse to get a warez version...)

*laughs* I thought it was so lame, I wasn't going to dignify it with a response 8). But really, is $100 too much to pay for Civ? 8).

seasmath
Jan 26, 2006, 09:40 PM
even if it is, it should still be set to 20 just like the original file and yes the AI uses it and No my chopper still gets killed

In v1.52 Gunships are 24 strength by default. ;)