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Questions about the Editor

DRBUGBOFFIN

Chieftain
Joined
Aug 31, 2005
Messages
25
Location
Illinois
I've been editing a new mod and decided it's time to ask about some things under the "Special Actions" section of the CIV3 Editor, specifically what does pressing these buttons do:

1) Science Age
2) Sacrifice
3) Finish Improvements
4) Stealth Attack

For example, can any unit besides aircraft use the "Stealth Attack"? Just need to know what these buttons do and the types of units that might use these actions. Thanks...
 
I've been editing a new mod and decided it's time to ask about some things under the "Special Actions" section of the CIV3 Editor, specifically what does pressing these buttons do:

1) Science Age
2) Sacrifice
3) Finish Improvements
4) Stealth Attack

For example, can any unit besides aircraft use the "Stealth Attack"? Just need to know what these buttons do and the types of units that might use these actions. Thanks...

1: Unit can start an age of Science like a scientific leader. So far, this doesn't seem to work except for scientific leaders.
2: No idea, I've not tried this one yet
3: This is the Leader's Rush Build for the cities
4: Again, not sure yet, haven't started fiddling with it.
 
2: Gives the unit the ability to be sacrificed to add culture (Ex. the Mesoamerican Conquest)

3: Any unit can have the stealth ability. It allows the unit to select any unit in the stack when attacking. I don't think it works for bombard though.
 
1) Does not work, don't use it.
2) As Balam stated, see the Mesoamerican conquest, that should give you all the information that you need!
3) As Derf stated, this is the ability that allows military leaders to finish improvements/small wonders in a turn, and scientific leaders to finish great wonders in a turn.
4) Yes, any unit can Stealth Attack.
 
The one for air units is called "Precision Bombing" and I'm not sure whether other units can use precision bombing or not... I know I can have land units re-base and perform recon missions (so that they can act sort of like air units without being imobile or having the disadvantages of mobile air units).
 
Ozy, unfortunately the unit ability "stealth" and the (later created) special action for units "stealth attack" are two completely different things.

The unit ability "stealth" determines, the probability an air combat occurs aginst this airunit. Per example in some WW2 mods like SOE this flag is used for night bombers and night fighters. Here you can set in the general settings of the editor another percentage for interception of these missions as for normal air combat missions.

The special action for units "stealth attack" determines that this unit can chooses its target to attack among a stack of units. This flag only works if all units in the stack that is to be attacked are set as targets in the editor. If there is only one unit among the units in the stack that isn´t set to be a target for a stealth attack by the unit that has this flag, no stealth attack occurs against this stack by that unit (only normal attack). An AI unit with the stealth attack flag normally tries to attack the strongest attacker in that stack. Stealth attack doesn´t work with bombarding a unit. There is a special flag for improvements to be a stealth attack barrier. If such an improvement exists inside a city, no stealth attacks can be oerformed against the units in that city.

I hope this helps a little bit.:)

Edited: Precision bombing is something different. This flag is for air units too. It never did work as it should. An air unit with the "precision bombing"-flag destroys buildings, not units. In SOE I gave that flag to strategic bombers .
 
Yikes!

@Civinator - thanks for the info. So much for any attempt to use "stealth" to make dedicated anti-tank units ... :rolleyes:

It makes sense to set anti-tank units to stealth attack, as the strongest attackers in a stack often are tanks. In that case the AT-units must get an offensive flag.

But it seems it makes much better sense for land-artillery (here I´m a little bit cautious as more observations as I did until today may be needed). I think for that I make a new thread: http://forums.civfanatics.com/showthread.php?p=6092719#post6092719
 
I think the AI's use of bombardment is so FUBAR that I'm debating whether to simply "embed" artillery in the unit (range=1), using an Artillery flic for AttackA. Given that the mod I'm working on is global in scope, assuming that e.g. a modern unit is Corps size and would have organic artillery makes sense.

-Oz
 
I think the AI's use of bombardment is so FUBAR that I'm debating whether to simply "embed" artillery in the unit (range=1), using an Artillery flic for AttackA. Given that the mod I'm working on is global in scope, assuming that e.g. a modern unit is Corps size and would have organic artillery makes sense.

-Oz

Did you have a look on the performance of AI units with this setting? If I remember well they did a terrible performance with this settings-but this was some time ago.
 
Did you have a look on the performance of AI units with this setting? If I remember well they did a terrible performance with this settings-but this was some time ago.

Nope, I haven't started working with this yet. Do you recall what the problems were?

Thanks,

Oz
 
Nope, I haven't started working with this yet. Do you recall what the problems were?

Thanks,

Oz


When I remember well, the AI units performed like landarty, even if in combination with an offensive flag. But like I said, this was long ago.
 
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