Immunity against Nuclear Attacks

Civinator

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A post by justanick in the German Civ Forums, that atomic units are immune against atomic attacks, gave me the idea to create a new class of units for Civ 3 (at least as far as I know):

Non-nuclear units, that are immune against nuclear attacks.

Therefore units, that in reality have NBC-protection, will have such a protection in the next version of CCM, too. Modern MBT´s, ships and some other units cannot be eliminated (nor harmed) by nuclear attacks any longer, making nuclear wars more easy for players who want to deal with nuclear wars in C3C. Another use can be in SF-scenarios: There is an ultimate weapon in the galaxy, but there are some units, that are completely immun against that weapon.:)

The setting to achieve this is simple: Give the unit the nuclear flag without giving it the nuclear AI tactics. You can throw tons of atomic bombs in the Debug mod on such a unit - it won´t be dammaged by them.

I post this outside the CCM-Mod as it could be, that this setting is interesting for other modders, too.
 
I would rather take away the "Nuke" option totally, unless I am really playing for blood.
 
I would rather take away the "Nuke" option totally, unless I am really playing for blood.

Hi Timerover,

You are certainly one of the premier naval warfare specialists in these parts :cowboy:

Aside from the obvious "problem" of subs in port, would you make deep-diving, modern subs nuke-proof?

Cheers,
Oz
 
Hi Timerover,

You are certainly one of the premier naval warfare specialists in these parts :cowboy:

Aside from the obvious "problem" of subs in port, would you make deep-diving, modern subs nuke-proof?

Cheers,
Oz

Yes, pretty much so. Aside from the problem of locating them with sufficient accuracy to try and hit them, there is the time lag between launch and detonation, during which a sub can move several miles. To try for an underwater detonation of a ICBM warhead would require quite a lot of development.
 
I would rather take away the "Nuke" option totally, unless I am really playing for blood.

I only wanted to show an option for modders. If that option will be used or not is always the decision of the individual modder. :)

About "nuclear" sea-units: I made some tests with normal battleships with normal bombard range >0 and mobile setting, but given the nuclear-flag. When using the bombard function of these battleships, they acted like ICBMs, meaning they were animated like ICBMs and after "hitting" the target with a nuclear explosion they disapeared. It was not necessairy to give these units the "tactical nuke"-flag or the infinite-bombard-range-flag. So the ships must have a bombard range of zero (defensive Bombardement) or no bombard function when carrying the nuclear-flag, otherwise you will have some surprises.

I didn´t make these tests with nuclear landarty yet, as landartillery doesn´t exist in CCM since a longer time.
 
Any Unit that has a Bombard Range will act like a Nuke when you have it fire so this technique can only serve for non Bombarding Units. If given the Nuclear Weapon Flag, the unit will attack like a Nuke then vanish after the attack. This includes Artillery or in the case of giving a unit Lethal Bombardment such as is in EFZI2 Complete.
... It does not matter what the Bombarding Unit attacks, it will act like a Nuke for its attack.

...Funny watching a foot unit with Lethal Bombardment Run up the map then down against a unit it is "Shooting" then vanish, leaving pollution and dead bodies :lol:
 
...Funny watching a foot unit with Lethal Bombardment Run up the map then down against a unit it is "Shooting" then vanish, leaving pollution and dead bodies :lol:

its possible to skip the running down part of the animation in the ini file.
 
I only wanted to show an option for modders. If that option will be used or not is always the decision of the individual modder. :)

About "nuclear" sea-units: I made some tests with normal battleships with normal bombard range >0 and mobile setting, but given the nuclear-flag. When using the bombard function of these battleships, they acted like ICBMs, meaning they were animated like ICBMs and after "hitting" the target with a nuclear explosion they disapeared. It was not necessairy to give these units the "tactical nuke"-flag or the infinite-bombard-range-flag. So the ships must have a bombard range of zero (defensive Bombardement) or no bombard function when carrying the nuclear-flag, otherwise you will have some surprises.

I didn´t make these tests with nuclear landarty yet, as landartillery doesn´t exist in CCM since a longer time.

Hmmm, that is interesting. Goes to show how extremely flexible the Civ3 editor and game is.

When the Navy did the initial Bikini Atoll tests of air and underwater burst fission bombs, nominal yield around 20 kilotons, they discovered that battleships were very hard targets to inflict damage on with air blast, but that a major problem was fallout getting into the ventilation system, and being almost impossible to clean out. The same problem occurred if a battleship was contaminated with mustard agent. As for blast, not sure why that was a surprise, a battleship has to deal with the pressure pulse from firing its guns.
 
First off, my apologies for my thread necromancy.

I just have to thank you, Civinator, for solving an issue I've been beating my head against the wall with for Modzilla. This is a great way to implement an EMP Pulse type nuke that only affects Electric units, or conversely a purely biological weapon that would not affect robotic units.
 
That is a nice discovery. I missed this last summer, so I appreciate the necromancy. :goodjob:
 
I was also thinking though, won't a unit with the "Nuclear Flag" require a wonder that unlocks nuclear weapons be built first before you could produce these units?

Yep.

I've used this in the past to limit the availability of certain units until a civ builds a small wonder (under the required conditions).

If the wonder is a small wonder, then when built it only allows the civ who built it access to said units :)
 
Yep.

I've used this in the past to limit the availability of certain units until a civ builds a small wonder (under the required conditions).

If the wonder is a small wonder, then when built it only allows the civ who built it access to said units :)

:yup:

It´s funny, that so many civers didn´t read that thread until somebody other (Gojira54) did bump it. :)
 
I just happened to stumble upon it, and was pretty excited, because in Modzilla, the 'Nuclear' option is the Oxygen Destroyer, which should only destroy biological units, and not the Mechas. Now I have a way of making that happen. :D
 
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