View Full Version : New Unit: Yet Another Mine Unit 01/09/04
A Viking Yeti Sep 01, 2004, 01:29 PM I made this unit real quick for my personal use and thought I'd share it with you guys just for the heck of it. Fidget, death, and defualt are the only animations include (fidget is used for fortify, defualt is used for run, and death is used for attack), and the one sound (death) links over to one of the .wav's that the artillery uses.
I'm fairly sure it's impossible to implement these kinds of units in-game, but you're free to try obviously. I did add an immobile turret once that had def and bombard values, and no attack. The AI actually used it (dropped it from a nearby continent near one of my island cities and began bombing away)... So I suppose you could give it low cost, high bombard, low def, airdrop, immobile, hidden nationality (possibly invisible), and zero bombard range. Then I know they'd airdrop 'em near your cities, but with hidden nationality, there'd be a lot of suicide attempts. Maybe one def, high bombard, and the cruise missile flag(?). Then they'd attempt to attack you with 'em by dropping them near you or your unit... Not sure if that'd work though.
Anyway, here it is. Preview lost a lot of quality, looks better in FLICster. Also, for some reason flc2gif cuts on of the frames off of the last direction, making it look like it skips... This doesn't happen in FLICster.
Dom Pedro II Sep 01, 2004, 01:36 PM Couldn't you just set it to one extra frame to fix the problem? I think that's what I do when this happens.
Flc2Gif leaves a lot to be desired.
This looks pretty good, btw. I have no use for it personally, but I like.
A Viking Yeti Sep 01, 2004, 01:42 PM Thanks... And I never really thought about adding an extra frame. To be honest, I hardly ever use flc2gif, I normally just render an animated gif straight from OFX... Didn't think ahead this time :p.
Vuldacon Sep 03, 2004, 05:18 PM A Viking Yeti, I will give your Land Mine a try. Looks like it has a smaller explosion but that can also be good. I have been using Land Mines for almost 2 years with no problems and I like them in the game. There are many methods of delevery and pick up to move them as well. 1 move, Immobile, Invisible, Load, Airlift, Airdrop (to use my Camo Green Paradrop animation), Operational Range used for distance, Upgrade Unit (to go to Advanced Land Mine), Zone of Control, Offense and Defense Checked but NO HIDDEN NATIONALITY because the AI "sees" this setting the SAME as a Barbarian (this is the setting Barbarians have) and goes after them even if you set them as Invisible. My MOD has ALL extremely strong Units so I use attack-10, Defense-10 and Hit Points-6, Operational Range-8, and I set them as Foot Units so I can use units to move them as well but these settings are a matter of individual needs in each MOD. Depending on when you set the Land Mine and or Advanced Land Mine to be available, you can use the Paradrop for delivery. This works well for the 8 square range but if you want to retrieve or move them again, you can set them as a Foot Unit and and use any number of units to do accomplish this. In My Fantasy MOD, I use Balloons to place and retrieve or move them again for the first Land Mine that I get befor Airports and when I get Airports, I use the Paradrop for Fun as well and other units to place, retrieve or move them again. Land or air units that have settings to transport Foot Units. Because Land Mines have the Immobile setting and only move 1 time, it is not as if they can take a city as other foot units lol. With the Attack, Defense and Zone of Control used, the Land Mines work well . Each Mine represents a mine field of many so the Hit Points keep them "alive" longer to better represent this factor. Land Mines are Great to Block Territory at a Pinch Point or in areas you desire to build future cities. Set as Invisible, you can place them on Resources and the AI will avoid them until you are at War. Then the Mines Kill workers as well.
A Viking Yeti Sep 04, 2004, 05:15 PM I thought if you had immobile set, you couldn't unload them from ships...? I heard that the AI tries over and over, so the game just sits still.
Vuldacon Sep 04, 2004, 09:22 PM Any Immobile unit cannot be Unloaded from a ship to land without the Game Freezing or causing problems. This is the main problem concerning the AI. Immobile units can be unloaded in a city or from land to land by a transport unit but again, the AI cannot "figure this out" so it is necessary to fool the editor and or give up desirable settings. Personally, I feel that the Human player should use these Land Mines against the AI with the desired settings and forget giving them to the AI. The Human player will remember not to unload from a ship to land for example. Use Balloons or other transports and airdrop them where you want them. Really the Main problem is from ship to land and the AI has a problem with this because from ship to land means the Unit itself is doing the moving and these are Immobile. If we Airdrop them the Transport is doing the moving and no problems. It would be necessary to have these land mines set with no ability to Load on any ship to prevent the AI from trying to transport and then unload them to land. Unfortunitly, there is no setting in the editor that only allows unloading to a city so we are forced to either make settings that would keep the land mines inside cities with no transport options or use the settings we want and forget the AI having them. Use just Airdrop for the AI or any way you like for Human players. Perhaps CIV IV will have more settings to accomodate situations such as this.
A Viking Yeti Sep 05, 2004, 01:05 AM I sure hope so, 'cause this whole having to give up settings just to get the AI to use it is pretty annoying... Would seem like mines would have been a big idea from the begining, at least of Civ 3, but I guess the just forgot about 'em :rolleyes:.
WildWeazel Sep 10, 2004, 04:18 PM The new "renegade unit" concept that came up a few weeks ago would work with mines, but I didnt know the AI went for HN units. Here's what was discovered:
Any unit that has 0 def and HN can exist in the same tile as an enemy unit! If you give the mines 0 def, HN, invisible, and a high defensive bombard value it should work fairly realistically, except that the mines can only be destroyed by lethal bombardment (which implies infinite mines in the tile). Another trick with this is that if this unit has defensive bombard, it will attack any unit, even its own civ. This could add a realistic and annoying aspect, but there is now way to get your troops safely past it, other than adding a "detect invisible" minesweeper/combat engineer unit with just enough lethal bombard to destroy the mines. This would force the player to use the mines wisely. (and the AI to waste a lot of hp :D )
If you want them to be destroyed, give them high defensive bombard, 1 def and 1 hp, so they [should] always disappear after an enemy enters the tile, but will [almost] always injure the unit significantly. If you really want to go in depth you coulkd combine this with infantry stats, giving them low defense but lots of HP, and the mine medium-low bombard and high ROF, so it will only be effective against infantry units.
A Viking Yeti Sep 10, 2004, 07:20 PM Hmm... Seems interesting, but I've tried the defensive bombard idea, and the mine does no damage for some reason. Even with a bombard value of 100, but it may just be me, not sure. Haven't heard of this happening to anyone else. :(
WildWeazel Sep 11, 2004, 06:35 PM Did you give it a rate of fire? Not to make you sound stupid, but people often overlook little things like that :)
A Viking Yeti Sep 11, 2004, 07:19 PM Don't worry, I do that plenty :p. yeah, gave it rate of fire 1, then 2, then 6 just to be sure... I still don't know why it didn't hit the tank once (it only managed to take 1 hp from a conscript warrior... With lethal land bombardment).
WildWeazel Sep 12, 2004, 04:44 PM Thats really strange, defensive bombard obviously works, since units in the game use it and I see it work all the time. I'll give it a try and see what happens.
A Viking Yeti Sep 13, 2004, 07:36 PM It works for me all the time with infantry, archers, tanks, et cetera... It just doesn't work with my mines, for some odd reason :confused:.
vbraun Sep 14, 2004, 07:11 PM It could be because you didnt give the mine an attack strenght?
WildWeazel Sep 15, 2004, 09:15 AM No, because arty takes a defensive shot and it doesn't have attack or defense. Or is it just when it's with abother unit? :hmm:
A Viking Yeti Sep 16, 2004, 07:26 PM No, it had attack... And I didn't have any units stacked on it (the mine), maybe that's the problem...?
Mewtarthio Sep 16, 2004, 07:38 PM No, Archers still use Def. Bombard when alone.
A Viking Yeti Sep 16, 2004, 07:40 PM The mines used def. bombard, but they were extremely weak for no apparent reason.
Yaniv Sep 17, 2004, 08:53 AM I thought if you had immobile set, you couldn't unload them from ships...? I heard that the AI tries over and over, so the game just sits still.
I think a way to counter this could be by making all transports in the game being able to load foot soldiers only and make sure that mines would not have the foot soldiers tag on. Of course you would have to make tanks foot soldiers as well, but that is a sacrifice which has to be made.
No, I haven't tested this theory yet.
WildWeazel Sep 17, 2004, 01:32 PM Or just not give mines the "load" flag- tested and true ;)
Yaniv Sep 17, 2004, 05:28 PM Or just not give mines the "load" flag- tested and true ;)
The AI can't use units without the load flag. But then again, the AI can't use these mines anyway.
A Viking Yeti Sep 17, 2004, 07:25 PM I'm not sure how making them only transport foot units will help the immobile problem... I mean, do immobile foot units get to land, 'cause if not, I don't see the point.
WildWeazel Sep 18, 2004, 04:32 PM The AI can't use units without the load flag. But then again, the AI can't use these mines anyway.
Oh. :( Well, tested on the human end anyway :p
So what keeps AI from trying to load ICBM's?
kulade Sep 18, 2004, 04:46 PM So what keeps AI from trying to load ICBM's?
They are stupid.
A Viking Yeti Sep 18, 2004, 06:12 PM I think the ICBM flag makes the AI think they must have infinite range (which they do), so they won't load them and fire them off from a different city... Or maybe they're just too dumb. Who knows?
Yaniv Sep 20, 2004, 04:14 AM I'm not sure how making them only transport foot units will help the immobile problem... I mean, do immobile foot units get to land, 'cause if not, I don't see the point.
Making them only able to transport foot units will prevent the game from crashing when trying to load an immoblie unit on a transport.
The immoblie unit won't be a foot unit and thus cannot be loaded, in the first place.
Vuldacon Sep 20, 2004, 09:42 AM The Entire Problem that causes game crashes concerning Land Mines is due to the Immobile setting. Immobile means it cannot move. When the AI or human tries to unload from water to land, the Unit has to MOVE from the Ship to land and because it is Immobile, this is impossible, and the Game Crashes. IF an Immobile unit is unloaded inside a city or Airdrop is used, either the City or the unit that does the Airdrop is the thing that MOVES and all is ok. We do not want land mines moving (Sliding) on their own so the Immobile setting is used. The Key is to have land mines set with the Immobile setting and set a unit as a "LAND Transport" rather than water transport to carry them. This eliminates the water to land issue and no game crashes. Set land mines with airlift ability so airports can be used to take them to other cities and also use Paradrop so the land Mines can be paradropped the max squares (8). As long as the "Land Transport" or "Land Transports" of your choosing is or are the ONLY units that can transport the Land Mines and this is ONLY on Land, the land mines will not be able to crash the game and the AI should also be able use them. Main difficulty with this is arranging the settings for the land mines and all transports so the land mines can ONLY be transported by the "Land Transport" or "Land Transports" chosen to be used for this purpose. Prevent Land Mines from being loaded or unloaded from any Water Transport to land and all will be OK. The settings that would be necessary to prevent Land Mines from being Loaded and unloaded from Water Transports (Ships) is the Big problem because in order to prevent water transports (ships) from being able to load Land Mines would require major game setting changes that would also prevent Ships from being able to load other units as well. I have not found a Unique setting that could be applied to Land Mines ONLY, where the necessary settings would prevent Loading on Water Transports (ships). I understand that many people want the AI to be able to use Land Mines as well but the needed editor settings simply do not exist to make this practical. Rather than have to radically change the game settings to accommodate the use of Land Mines for the AI, I recommend the Human player use Land Mines Only and Not give them to the AI. Bottom Line: IF you want the AI to use Land Mines you will have to Prevent Land Mines from being loaded to Water transports (ships) so they cannot try to "unload" these Immobile units to land...or set Land Mines with ability to move so they could be "unloaded to land but this would would be Extremely Funny at best, watching land mines run around in the game. Perhaps Fraxis will provide a unique editor setting we can use for units such as Land Mines in the Future.
A Viking Yeti Sep 20, 2004, 07:29 PM I hope so... I think I'll just leave mines out of my game. Good for a premade scenario though.
WildWeazel Sep 21, 2004, 09:20 AM @Vuldacon- The restrictive transport settings compound on each other, so you can make a land transport to carry foot units only and tactical missiles only, so it can only carry units with BOTH flags, and make the mine a foot unit and tactical missile. Problem: AI will not use land transports, because there is no strategy flag for it.
Vuldacon Sep 21, 2004, 10:55 PM Yes Weasel Op...because there are NO Editor settings that will allow us to Realistically use units such as the Land Mine (and have the AI use them too) we have to decide if we want to radically change the game to accommodate the AI having these units or simply keep them for the Human Player. Personally, I have NO problem with setting them for the Human player only and find that the AI can be More than compensated with other units that it can use well. Again, I hope new Editor settings that will allow such units to be used by the AI as well will be added in the future. But hey...use the Land Mines and if you Really feel that you are taking advantage of the AI...you can always balance the game in Many other ways. IF we like a Unit, we can use it and adjust the game as we see fit. No need in allowing the limitations of the Editor to Totally Dictate what units we want to use :)
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