View Full Version : New Unit - Penguin Anti-Ship Missile


pesoloco
Feb 07, 2002, 03:48 PM
For those of you who played Civ II, you know how the AI always used to use cruise missiles to attack your ships. Civ III has changed the cruise missiles so they have limitted range over water (They are land units and using bombard can only reach about 2 or 3 spaces)
Tstowe sent me a picture of a Penguin Anti-Ship Missle (see attachment) This is a missile capable of being maneuvered over water and attacking ships.
I have created the "Penguin Anti-Ship Missile" unit.

Stats:
A/D/M: 0/0/2
Bombard Str: 16
Bombard Range: 2
Rate of Fire: 3
Abilities: Cruise Missile
Special Actions: Bombard


Special thanks to tstowe for lots of information on this and many other modern weaponry

pesoloco
Feb 07, 2002, 03:51 PM
Here is a preview:

pesoloco
Feb 07, 2002, 03:55 PM
here is the ZIP file:
(No city-view icon or civilopedia yet)

just unzip it into the "\arts\units\Penguin Anti-Ship Missile" folder
and use Hacked Civ Edit to add the "Penguin Anti-Ship Missile" unit (no quotes)

tstowe
Feb 07, 2002, 04:49 PM
Once again Mr. Pesoloco you have done a great job. I have d/l'ed this one as well. Great work on the graphics as well.

I am still looking for a challenge for you ! haha

Kal-el
Feb 07, 2002, 05:04 PM
the engineer. this is a must unit. but flagging additional techs with the "increase worker rate" tag you can make a worker unit that works faster than the modern worker. This can help do away with the late game tedium of too many workers.

tpasmall
Feb 07, 2002, 08:49 PM
great unit pesoloco (think thats what it is) you and Dark Sheer seem to be the 2 best unit creators for civ3, keep up the great work, loved the land mine.

pesoloco
Feb 07, 2002, 08:52 PM
thanks for your compliments support. Keep checking the forum periodically. I have more ideas on the way....

pesoloco
Feb 07, 2002, 09:46 PM
Originally posted by Kal-el
the engineer. this is a must unit. but flagging additional techs with the "increase worker rate" tag you can make a worker unit that works faster than the modern worker. This can help do away with the late game tedium of too many workers.

Ok, I think I understand what you mean, please correct me if I'm wrong
- you want a certain technology to increase worker's work rates
- then have a modern worker unit (the Engineer)

Here's how we can implement it:
- create a technology (or use an existing one) and give it the property of "Doubles Work Rate (of workers)
- then create the engineer unit with this technology as the prereq.
- I figure we can give it the following abilities
- Build City, Road, Railroad, Fort, Mine, Irrigate, Clear Forests and Jungles, Plant forest, Clear Polution, automate, and join city (since it is an advanced unit, i'd give it the ability to build cities too.)

- edit the Worker unit, make it upgrade to the Engineer

Now all we need is the unit animations for the engineer. I like your graphic. It is very good and this idea reminds me of Civ II. I will see what I can do with it, but it may take some time.

I think we should start a new thread for this unit.

Kal-el
Feb 08, 2002, 10:46 AM
I have been talking with tstowe about this and he is going to send you the discussion that we have so far. I am so glad that you are onboard.
Here is the idea so far:
- Just as you said, flag the doubles work rate for additional tech (yet to be determined)- While idle the engineer should be surveying – as in the pic
- Build roads should place down orange safety cones and then manually grade blacktop
- Deforestation he should pull out a chainsaw and start buzzing away
- Mining he should pull out a jackhammer and go at it
- Irrigation pull out a hose and rotate like a sprinkler.

I know it sounds like a lot of work, and it probably is, but I think we are agreed that this is a must unit for the game.What do you think?

JeffNebraska
Feb 08, 2002, 10:49 AM
Sounds like a ton of work, but I for one will install that unit immediately if you build it! It would solve a major flaw in the game (pollution 2-worker automation) with style and panache.

pesoloco
Feb 08, 2002, 11:24 AM
I will do it but please give me some time. That will be a lot of work and lately I've been a little short on free time. Sounds like a great unit idea and I'd be glad to help ya'll out.

Kal-el
Feb 08, 2002, 11:40 AM
definitley take your time. This is a unit the community is really going to love, so it should look perfect.

no pressure.

DarkEvent
Feb 09, 2002, 12:50 PM
we can use your picture for the Civilopedia-Icons :)

f.e. :

DarkEvent
Feb 09, 2002, 12:50 PM
how can I put more than 1 picture here ????

DarkEvent
Feb 09, 2002, 12:53 PM
.......

DarkEvent
Feb 09, 2002, 12:55 PM
or how can I upload here 4 files in one post ???
hm the normal units pictures have a white background
but I think blue is here better, becose the missle is white :p

what tech 4 the missle?
rocketly or other ?

pesoloco
Feb 09, 2002, 01:43 PM
I hadn't really decided on a tech,
Rocketry sounds good or maybe satellites
thanks for the work on the civilopedia

Umask077
Feb 12, 2002, 12:26 PM
Do you install this as a sea unit or as a land unit? Seems if a land unit it wouldnt overcome the issues of the other cruise missle. As a sea unit you can tag it as a cruise missle so they AI wont use it as such.

pesoloco
Feb 12, 2002, 05:11 PM
Originally posted by Umask077
Do you install this as a sea unit or as a land unit? Seems if a land unit it wouldnt overcome the issues of the other cruise missle. As a sea unit you can tag it as a cruise missle so they AI wont use it as such.

This is a sea unit. In the Unit Abilities list, select "Cruise Missile"
The only way to get the AI to use it as a cruise missile is to check "Cruise Missile" in the AI section of the Unit Editor. So far, I dont know how to check it because it is always grayed-out.

pesoloco
Apr 16, 2002, 06:34 AM
The AI Cruise Missile ability "lights up" if the unit is marked as a land unit with cruise missile ability. I wouldn't worry about checking the AI stuff. If they don't know how to use it, oh well. I can still take out their ships with it.

Martin4444
Dec 25, 2002, 09:21 PM
Now all we need is a movable SAM unit.. like uh.. the russian SA-11 (could look something like the radar artillery) for lack of a better example or even handheld SAM (stinger?) infantry units.. all they do is shoot down airunits but are movable.. good be good to have in handy with you on that assult deep into enemy terrority with no airsupport from your own side..

BHTM29
Jan 01, 2003, 05:18 AM
I think an excellent mobile sam unit would be something like the patriot missle system.