View Full Version : Cruise Missiles question
nick0515 Mar 08, 2009, 09:18 AM Does anyone know if cruise missile units can have 'Enslave' or 'Stealth' like a submarine?
I don't have access to civ currently, would any kind person be willing to test this for me, assuming no one can answer the question.
I know this seems like an odd question. Why would someone want a missile that enslaves things. That's complete nonsense right? Well it is for a fantasy, hero based scenario I have been thinking about for some time. Using cruise missile type units as spells, as was done in the WH mode, but taking it a little further, hopefully.
Cheers
Nick
Virote_Considon Mar 08, 2009, 09:41 AM They can't stealth attack, but I'm pretty sure they can enslave. I know for a fact that things can enslave via the "lethal bombardment" flags.
nick0515 Mar 08, 2009, 10:33 AM Cheers Virote Considon. Sounds promising. I want my Necromancers to be able to hurl a deadly bolt of dark magic that has a chance of creating skeletons, with 'enslave'. Like the Vampires do in WH creating zombies. But I want it to only be possible via cruise missile/spells, rather than a unit's ordinary attack.
Virote_Considon Mar 08, 2009, 10:45 AM Yeah, that should work :)
WildWeazel Mar 08, 2009, 10:51 PM It's true that stealth attack cannot be used with bombardment unfortunately, as that is a type of attack command rather than bombardment. I've never thought of using enslavement. How odd... :hmm:
nick0515 Mar 09, 2009, 09:16 AM Just remembered another question crucial to my scenario. Does the AI use hurry production? More specifically, if you make it so all cities have zero production, thus making it so the only option is to hurry production to build units will the AI do this or will it simply have no units at all?
My goal is to make it so units are bought via hurry production rather than built in the normal Civ fashion. It fits in better with my fantasy theme that you must buy things rather than build them.
Virote_Considon Mar 09, 2009, 10:42 AM Yeah, they'll rush, mostly defensive units. They'll dig their population/coffers into the dirt to rush things.
nick0515 Mar 13, 2009, 08:59 AM Well I just got civ 3 again, finally. Yah! However, it appears that Cruise Missiles cannot enslave. Unless I'm setting up my tests wrong in some way. Bother and drat.
Virote_Considon Mar 13, 2009, 10:55 AM They should have a 1/3 chance of enslaving if they completely kill a unit (so, they require the "lethal land" flag, too)
nick0515 Mar 13, 2009, 11:05 AM Yeah I gave them lethal land bombardment. Enslave to produce a unit. Did heaps of tests and not a single enslaved unit was produced.
nick0515 Mar 13, 2009, 11:10 AM Are there any particular requirements for the unit that is produced. I tried to make that unit as generic as possible and with not tech or resource requirement, and available to the right civ.
Virote_Considon Mar 13, 2009, 11:16 AM No requirement... I guess it doesn't work :(
nick0515 Mar 13, 2009, 12:01 PM I could have arsed it up in some way. I'll try again when I'm less tired tomorrow and report if I get it to work.
Virote_Considon Mar 13, 2009, 12:13 PM I've just tested this myself, and it appears that I was wrong - Cruise Missiles cannot enslave. I guess to enslave, a unit has to survive the battle...
nick0515 Mar 14, 2009, 12:17 AM Yeah I tested again with same negative result. Bombard and enslave work fine together but as soon as you make the unit a cruise missile it stops working. Never mind, I'll still be including necromancy in my scenario but it will be via the units own attack or bombard rather than a spell he is carrying (cruise missile).
Cheers for the help and varifying my testing was correct.
Ondskan Mar 14, 2009, 07:48 PM Why not make your necromancer like an aircraft carrier and he can carry 4 spells total (airplane bombers) and one of those spells can be an enslave spell?
nick0515 Mar 14, 2009, 09:25 PM A good suggestion, unfortunately I have other plans for air units. They are going to be used as pets for Hunter/Ranger type heroes.
I could change my plans though. At one point I was going to have only magic user heroes (no Warriors, Hunters etc) and then I was going to have the Heroes be able to transport Foot (cruise missiles) and Air units. But I wanted more hero variation. Actually I never tested that so I'm not sure if a unit can transport Foot and Air units at the same time.
Air units possibly would work better as spells, as they are permanent rather than using all your cruise missile spells and having to go back to a city and fill up again. I'll have to ponder that for a while. Thanks for your post Ondskan.
nick0515 Mar 14, 2009, 09:27 PM Can Air units have enslave? Will have to test that. It may not work either, but hopefully it does.
Wolfhart Mar 15, 2009, 01:40 PM Can Air units have enslave? Will have to test that. It may not work either, but hopefully it does.
Air units can enslave, but it will only create other Air units.
nick0515 Mar 15, 2009, 05:10 PM That's annoying. Thanks Wolfhart.
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