View Full Version : AHHHH terrorists are taking my cities!
Furry Spatula Aug 25, 2002, 04:54 PM Well, i've added units called terrorists, they are hidden natinality 7/1/1 and unfortunatly they can take over my cities. I am in an alliance with the French, and i lost two cities that I've recently taken over from the americans. The French, my allies, have taken out 2 of my cities, and since its hidden nationality they haven't declared war. This is very frustrating, so is there a way to make a land unit with both offence and deffence, unable to take over a city? I mean, hmmm a terrorist attacks me and then the French gain control of my city, yes that isn't a decleration of war :).
dannyevilcat Aug 25, 2002, 05:21 PM AFAIK, no. The terrorist unit is probably best suited to a sort of cruise missile role. Funny about the French taking over your cities though. Such a big mystery over who sent those terrorists, huh?
Furry Spatula Aug 25, 2002, 05:28 PM LOL the funny thing was that I made them invisible at first, so I was attacked by these invisible things. If i change the units stats in the bic, will it take effect in this game? B/c if it doesn't this game will get tough untill the AI stops building these phantom units.
Ohwell Aug 25, 2002, 05:34 PM Sounds realistic to me! ;)
dannyevilcat Aug 25, 2002, 05:39 PM I'm not sure about the .bic changes. I don't think it changes any game in progress, but I could be wrong. I just start a new game with the changes when I notice A.I. quirks like this.
I'm still having trouble convincing it to use Communism since I added my own version of Fascism in.
slothman Aug 25, 2002, 06:19 PM If you have 2.29 then it wont have any effect on the game, at least occurding to Firaxis (if it does then tell us). As for the terrorists, perhaps make them bombarding instead of regular attacking and give them an attack/defense of 0/1. Then they can still attack and defeat units, if leathal is on, but not take over cities.
kemal69 Aug 25, 2002, 11:12 PM Thats really funny. :lol:
There's a smilar thread at apolyton but where someone discovered that you can do the same thing, did you consider recapturing your cities with your own terrorists?
From what I understand this has no effect on civ moods etc.
What you need is an anti-terrorist squad to detect those invisible units....
And no you can't change the unit mid game. the details are saved in the savegame. I've tried it.
Furry Spatula Aug 26, 2002, 12:13 AM Yes it wont change midgame, i checked. Sigh i have to wait untill the civs get tanks and stop using terrorists. So for my next game I'm going to make them appear later( i made them appear with refining, when oil appears :) which is what they require) or make lower their attack, or make them cost much much more. But i am suprized that it is not a decleration of war. I mean another civ took over my city, the funny thing is that if you want to attack a city that only has a hidden nationality flag, it is a decleration of war. I guess firaxis didn't plan on Furry using hidden nationality flags for offensive ground units.
VenomLord Aug 26, 2002, 02:00 AM well, it isn't a declaration of war because of how the AI thinks... it doesn't make the link between, hrm.... that city was attacked by a hidden nationality unit and when it took the city it now belongs to <CIV> so therefore it must have been their unit!!, that is why AI has yet to achieve sentiance, when it can make that link without it being hardcoded into it you are talking about the foundation for a true digital intelligence
kemal69 Aug 26, 2002, 03:27 AM VenomLord: You're scaring me!
:eek:
VenomLord Aug 26, 2002, 03:36 AM why?? btw i apologise for my spelling i am half asleep atm...
but i try to learn how AI's work as i wanna be a computer game programmer in a couple of years (when i finish high school and uni) so want to understand the logic processes AI uses to discern what is the best action...
kemal69 Aug 26, 2002, 03:45 AM I was only joking, just all this talk of true digital intelligence. I've seen terminator, I know the truth!!
:rotfl:
W.i.n.t.e.r Aug 26, 2002, 05:56 AM Originally posted by kemal69
Thats really funny. :lol:
There's a smilar thread at apolyton but where someone discovered that you can do the same thing, did you consider recapturing your cities with your own terrorists?
What you need is an anti-terrorist squad to detect those invisible units....
And no you can't change the unit mid game. the details are saved in the savegame. I've tried it.
HAHAHAHAHA- Mercenary Warfare in the Banana Republic (hihihihi)
leonel Aug 26, 2002, 07:01 AM AAAA! An Anti-Terrorism unit! A perfect unit to counter the terrorist unit! There should be an anti-terrorism unit included with the terrorist unit. I'd download it!
kemal69 Aug 26, 2002, 04:49 PM Originally posted by leonel
AAAA! An Anti-Terrorism unit! A perfect unit to counter the terrorist unit! There should be an anti-terrorism unit included with the terrorist unit. I'd download it!
Perhaps we could modify another unit. There's a unit somewhere which is an infantry unit with some kind of equipment/radio/radar. Maybe we could use that?
Make it detect invisible units, like the AEGIS destroyer. But I wouldn't give it any attack, otherwise it would be better than the terrorist.
If you use the anti-terrorist unit to find terrorists you can then attack with anything. ;) I would also make the unit fairly expensive.
Edit: Furry, I don't think your terrorist is such a bad idea, just unbalanced the way you have it set up!
Furry Spatula Aug 26, 2002, 06:12 PM Yes i know it isn't a bad idea, I wanted a unit that is like a rebel that will attack your units and not just blow itself up or bombard. So even if you have an ROP your army can be attacked if you are moving it through some territory. But i made terrorists invinsible. BAD BAD BAD idea, since i didn't give anything else a detect invisible except the commando which comes much much later with the radio, it caused some trouble. And upon closer inspection. I took a look at my neighbour India, they have 60 terrorists, so no matter how fun this game was, it is presently unplayable as i sooner or later will be attacked by massive amounst of these invisible units.
The terrorists i made had Invisible, Foot unit, Hidden nationality, and costed 80 shields i believe, so for a 7/2/1 unit that requires oil and refining, it was a bit too over valued by the AI. What i did was rais the shields up to 100, i may raise it more, and then i lowed the defence to one, and left the attack as it was.
I made the commando a unit that had 10 attack, 3 defence, 1 movement, Paradropable, detect invisible, radar, all terain as roads, and it was invisible itself.
A little more history on this. I made a geurilla unit aswell, which upgrades to the terrorist. So i shall make an early commando, or an anti terrorist unit to upgrade to the commando.
With my geurilla unit, it worked well, it had a lower attack value than the terrorist, costed 10 less shields, required nationalism, and wasn't invisible, thus it was used and harrased my units, but wasn't stockpiled up to 60 in one country. Lol an army of terrorists.
I suspect that perhaps the invisible flag makes it a bit too atractive combined with hidden nationality. I was suprized as the terrorists are more expensive that cavarly, and are less powerful, but are preffered. So that is just a warning.
Another thought came to my head, maybe with an advance i can simply create a new unit to take place of infantry tanks, modern inf, and modern tanks that will detect invisible and only cost 10 shields more than the previous version. Any thoughts as to what tech it should be? The units would look exactly the same but would just have a different name as they are only equipped with a radar or something. I think it should be something in the late industrial age, perhaps radio.
kemal69 Aug 26, 2002, 10:37 PM Perhaps you could call them 'Original Unitname Mk II'
You could develop quite the scenario from this.
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