View Full Version : Great treasure!


general-jcl
Oct 17, 2009, 12:24 AM
I try to understand how treasure units (flag units) are working in civ3.
In the Firaxis scenario 'Age of Discovery', we have a treasure unit which costs 1,000 shields and generates 500 gold + 100 victory points

My questions:
- Is there a relationship between the cost of the unit (1000) and what it generates (500-100)?
- Otherwise is there a way to edit the profits generated?
- can we have multiple such treasures units with different values in the same scenario?

:confused:

Thank you for your help

embryodead
Oct 17, 2009, 01:56 AM
Answers:
- no
- yes, go to Scenarios Properties > Victory Points and change Capturing Special Unit (for VP) and Gold per Capture (for Gold)
- no

general-jcl
Oct 17, 2009, 02:00 AM
Thank you embryodead
I will try these settings

White Elk
Oct 17, 2009, 11:02 AM
Darn! I've been brainstorming a Mod to use a variety of these treasure units to achieve various victories... economic, scientific, diplomatic, industrious and militaristic.


Is there a method to spawn treasure units from buildings or wonders?

Does anyone have any methods for treasure units being used in a modded space race victory? All I can think is to set the cost of the alternate SS parts so high, that the only practical way to build them is by the disbanding of treasure units for shields. But then these units could be disbanded to rush anything?

Ozymandias
Oct 17, 2009, 11:50 AM
Darn! I've been brainstorming a Mod to use a variety of these treasure units to achieve various victories... economic, scientific, diplomatic, industrious and militaristic.


Is there a method to spawn treasure units from buildings or wonders?

Does anyone have any methods for treasure units being used in a modded space race victory? All I can think is to set the cost of the alternate SS parts so high, that the only practical way to build them is by the disbanding of treasure units for shields. But then these units could be disbanded to rush anything?

Re: spawning Treasure units: YES (see how the "Princess" unit is set up)

Re: everything else: :( First off, recall that "Treasure" ("Princess" / "Flag") units can only be "redeemed" at VP locations (and you must be playing with "Reverse Capture the Flag"). Second, the AI would never comprehend the disbanding-for-spaceship-parts bit.

Best,

Oz

timerover51
Oct 17, 2009, 05:38 PM
Looks like there is a lot more I need to learn about the editor. I will have to take a closer look at the Age of Discovery scenario and see how that works.

Gary Childress
Oct 17, 2009, 06:33 PM
For awhile I was thinking of having a wonder that auto-produces a generic, defenseless and attackless unit which could be disbanded for like 100 shields or something.However, I gave up on the idea myself.

tom2050
Oct 17, 2009, 06:47 PM
This is another interesting aspect that could be worth some testing. I remember in Rocoteh's WW2-Global scenario, the AI would sometimes disband land units with the immobile flag (even though they had no maintenance cost), such as the fortress defenses around Moscow. Perhaps having certain settings may increase the chance of the AI disbanding them, even more so if disband is the only option checked under Standard Orders for the unit.

Tom

White Elk
Oct 17, 2009, 07:21 PM
Re: spawning Treasure units: YES (see how the "Princess" unit is set up)

Re: everything else: :( First off, recall that "Treasure" ("Princess" / "Flag") units can only be "redeemed" at VP locations (and you must be playing with "Reverse Capture the Flag"). Second, the AI would never comprehend the disbanding-for-spaceship-parts bit.

Best,

OzThank you Ozymandias! I've many questions after burning many hours going back and forth between the editor and the game trying to get what seemed obvious to work... yet I failed more often than not! So I ask some of these questions here in the hopes of preventing some T&E time loss.


I'm not over concerned about the AI comprehending certain aspects of the game since I'm not making the game for the AI http://i22.photobucket.com/albums/b318/WhiteElk/smilies/tongue.gif The AI doesn't comprehend much of the core game very well anyway. :mischief: I'm more concerned with helping the AI become a greater threat through freebies and boons; while giving the human player(s) interesting things to do within a variety of victory paths.



I'm confused about the differences between the various Flag units. In the scenario: The Vietnam War Deluxe, El Justo has created wonders which spawn 'Prisoner of War' units. These units are 'picked up' and taken to a VP location for VP points. Is this a Princess unit? Is Princess just the accurate name for what general and I are calling the Treasure unit? In that same scenario, P.O.W.'s are generated in lieu of Great Generals after Elite Unit victories. These P.O.W.'s work the same as the wonder spawned ones. How is this done that there are two Flag units which do the same thing but are spawned differently?


Is a King unit pre-generated for a scenario or can those be spawned as well?


So returning a Princess to a VP can generate Shields in addition to VP's and Gold (commerce)? That might be nice to force the redemption to certain cities with the placing of VP locals. But it wouldn't prevent the rushing of non-SS parts... or could it? I know there is a way to grant/forbid the rushing of Great Wonders (Great Scientist vs Great General). But can all builds save for a single specific small wonder be forbidden?


In the Rise and Rule mod, some naval vessels can enslave other ships. This slave can be taken to a city and disbanded for a big one-time production boost. I gather that the value of the redemption is based on the cost of the unit (though not a 1:1 conversion)? Is there a limit as to the number of shields which can be gained?


Can Princess units be flagged to be generated via enslavement?

White Elk
Oct 17, 2009, 07:28 PM
For awhile I was thinking of having a wonder that auto-produces a generic, defenseless and attackless unit which could be disbanded for like 100 shields or something.However, I gave up on the idea myself.I've been thinking about tweaking the SS Victory to something entirely different than building a space ship. Ideally, I would set the production cost of the parts high enough that it isn't possible to build them. The parts could then only be built by disbanding the spawned units. But I don't want any other builds to be rushed in this way.

Am I missing something? Is there another way to accomplish this?

Ozymandias
Oct 17, 2009, 10:16 PM
I'm confused about the differences between the various Flag units. In the scenario: The Vietnam War Deluxe, El Justo has created wonders which spawn 'Prisoner of War' units. These units are 'picked up' and taken to a VP location for VP points. Is this a Princess unit? Is Princess just the accurate name for what general and I are calling the Treasure unit? In that same scenario, P.O.W.'s are generated in lieu of Great Generals after Elite Unit victories. These P.O.W.'s work the same as the wonder spawned ones. How is this done that there are two Flag units which do the same thing but are spawned differently?

Is a King unit pre-generated for a scenario or can those be spawned as well?

So returning a Princess to a VP can generate Shields in addition to VP's and Gold (commerce)? That might be nice to force the redemption to certain cities with the placing of VP locals. But it wouldn't prevent the rushing of non-SS parts... or could it? I know there is a way to grant/forbid the rushing of Great Wonders (Great Scientist vs Great General). But can all builds save for a single specific small wonder be forbidden?

In the Rise and Rule mod, some naval vessels can enslave other ships. This slave can be taken to a city and disbanded for a big one-time production boost. I gather that the value of the redemption is based on the cost of the unit (though not a 1:1 conversion)? Is there a limit as to the number of shields which can be gained?

Can Princess units be flagged to be generated via enslavement?

Timerover51's on the right tack - have a look at the Age Of Discovery Conquest where 4 different improvements generate a Treasure unit (IIRC the same one for all 4 - but there CAN be more than one). All 4 have the same effect.

In "Vietnam" the POW (Flag) units are the same, i.e., can be generated differently.

"King" units can also be auto-generated.

NB: I realize I made a small mistake earlier: in REVERSE Capture The Flag what I stated is correct. For CAPTURE The Flag simply capturing the Flag/Treasure/Princess unit scores. Note that a unit must have the "capture" ability checked to do so. The value of a Capture is set in Scenario Properties.

Sorry, but I don't know the ways of Rise and Rule.

Also, the most up-to-date Conquests patch ( :rolleyes: ) totally FUBARed Scientific Great Leaders.

"Princess" units CAN be generated via enslavement.

Hoping That Helps,

Oz

Civinator
Oct 17, 2009, 11:49 PM
In my eyes the best one to answer these questions is El Justo. Especially his great scenario AoI (which soon is coming in a new and excellent version) handles this feature very well. As he is very busy, here is a marginal first attempt to give some informations. The following is needed:

1. In the scenario properties scenario folder the options "Victory point scoring" and "Reverse capture the flag" must be enabled.

2. In the scenario properties victory points limits folder the option "Allow everyone to capture any flag" should be enabled if the the unit that gives the cash should be taken by every unit.

3. In the scenario properties victory points limits folder the option "victory point scoring" must at least have the value 1 (or higher)

4. In the scenario properties victory points limits folder the option "Capturing special unit" should have a value of 1 or greater.

5. In the scenario properties victory points limits folder the option "Gold for capture" should be 1 or greater as this setting -and only this setting- determines how many cash you get from that unit when bringing it to the victory point location. Any victory point location on the map is sufficient to get the cash.

6. Victory point locations must be placed on the map manually or automatically for random maps (here by enabling the option "Auto place victory locations" in the scenario properties scenario folder).

7. One or more flag units must be created. These units must have the unit abilty "Flag unit" enabled. Itīs not necessary, that the AI strategy "Flag unit" is enabled for that unit and (against some passages you can read) this unit can be mobile and have a movement factor of 1 or higher. For most situations it is also good to give that unit the "Hidden nationality" flag so it can be taken by every unit. The option "Disband unit" in the standard order box should be disabled.

In CCM the "cash-unit" is set to eraspecific graphics.

8. The "cash-unit" should be autoproduced by one or more buildings.

9. The "cash-unit" must be captured and escorted to the victory point location by another unit. This capture is be done by pressing a special button when the normal unit is stacked with the "cash-unit". After the capture the normal unit has three exclamation marks behind the unit name.

-------------------------

Some notes: In CCM this feature is not handled very well by the AI but it is still a refreshing element in gameplay. It is handled very well in the preset map of El Justoīs excellent scenario AoI. My observations are, that the AI gets more problems if the map is getting bigger and the AI canīt handle the situation if there are alliances in gameplay.

Concerning the setting of DYP/RAR refered in this thread: As far as I remember, the settings for the autoproduced "cash-units" in these mods were not activated, as the creators feared to loose the option for great scientific leaders (that, so are completely buggy as said above, are the only possibility to rush buy Great wonders in C3C) if using the C3C editor to activate those units - but this doesnīt happen, when using the editor version 1.00 for C3C (coming with the vanilla C3C) or Stephīs editor.

timerover51
Oct 18, 2009, 02:45 AM
For awhile I was thinking of having a wonder that auto-produces a generic, defenseless and attackless unit which could be disbanded for like 100 shields or something.However, I gave up on the idea myself.

I am trying to figure out how to have either the Great Lighthouse or Magellan's Voyage autoproduce what I would call a colony ship, with some defense and attack capability, capable of carrying 4 or 5 units, and after setting up the colony, can be disbanded for a 100 to 200 shields to allow me to immediately build either a harbor or a courthouse at the new city. I believe that the shields generated by disbanding are not subject to corruption. Because of the headaches in adding new graphics to my Mac game, I am planning to use the existing graphic of the Carrack for the new unit. I just need to find the time to do it on my Windows editing box, and then change the files on my Mac.

Virote_Considon
Oct 18, 2009, 10:41 AM
NB: I realize I made a small mistake earlier: in REVERSE Capture The Flag what I stated is correct. For CAPTURE The Flag simply capturing the Flag/Treasure/Princess unit scores. Note that a unit must have the "capture" ability checked to do so. The value of a Capture is set in Scenario Properties.

Capture the Flag - Flag must be returned to the capital
Reverse Capture the Flag - Flag must be returned to a victory point location

:)

Civinator
Oct 24, 2009, 08:37 AM
Capture the Flag - Flag must be returned to the capital
Reverse Capture the Flag - Flag must be returned to a victory point location

:)

Is there a way for the "capture the flag" option to have several flag units for a civ at the same time on the map as it is possible for the "reverse capture the flag" option?

Virote_Considon
Oct 24, 2009, 08:45 AM
You should be able to have multiple flags per civ on the map with either option.

Civinator
Oct 24, 2009, 11:12 AM
The last time I tested the "Capture the Flag"-option (return to palace) with autoproduced flag-units there was no other flag-unit autoproduced as long as the first autoproduced flag-unit was on the map.

May be I did something wrong in that test.
With the "Reverse Capture the Flag"-option I never had these problems with autoproduced flag-units.

Steph
Oct 24, 2009, 01:07 PM
I have some buildings autoproducing shipments (it requires some resources in the city radius), to get more Gold when you bring it to your capital.

I'm quite sure I had several shipment on the map at the same time.

Civinator
Oct 24, 2009, 02:23 PM
Than I will do a new test. :)

general-jcl
Oct 24, 2009, 02:44 PM
I will try in my new mod
I have many different flag units. These units are treasures units which differ depending on resources and must be brought to the capital to score points.
I'm playing with "capture the flag" option: i hope it will work

KingArthur
Oct 28, 2009, 08:14 AM
Escape From Zombie Island uses capture the flag (return to palace) and multiple flag units can exist at the same time.

general-jcl
Nov 06, 2009, 12:39 PM
For information, i've done some tests in my new mod 'Eldorado'. I can have multiple and different flag units at the same time during the game. It works fine for me!
The only thing: the amount of victory point is always the same when you reach your capitale

Hikaro Takayama
Nov 06, 2009, 12:54 PM
The Final Fantasy mod has city improvements that require certain (lux or strat) resources in their city radius that produce "treasures" at varying frequencies... I.e. the more valuable the goods are (Oil, Mythril and Gems), the higher frequency at which they generate treasure (i.e. a Gem mine produces treasures almost twice as fast as a Rubber Plantation)....

general-jcl
Nov 07, 2009, 01:02 AM
... the more valuable the goods are (Oil, Mythril and Gems), the higher frequency at which they generate treasure (i.e. a Gem mine produces treasures almost twice as fast as a Rubber Plantation)....
yes it's exactly what i've done in Eldorado :goodjob: