A return to Civ II-style air units

JBG

Prince
Joined
Mar 14, 2004
Messages
533
Location
Cambridge, UK
Just one *big* question here. It's be a revolution for us modders if it could be answered in the affirmative, however.

For those of you old and ancient enough to remember the good old days of Civ II, you'll remember that air units could move and have turns just like any other unit. However, they had a modifier in the rules file that mean they could only spend X number of turns away from a unit that could refuel them (a city, airbase or carrier).

Aside from that, they could move and attack like other units. There was no mission-type movement.

WHAT I WANT TO KNOW IS: is it possible to recreate this in the Civ IV platform? Is this feasible? Or is it just a pipe-dream?

It would be very good, for it would allow 'large' air units such as airships that are slower and more directable than fighters. Airships also can stay afloat for far longer, and don't travel as fast - indeed, they move far more conventionally than other aircraft.

The applications of this would be very extensive (I'll resist saying "endless") and it would be interesting to know whether it can be done.

Thoughts?
 
No need for SDK. We have already made choppers and fixed wiinged aircraft fly like that without the re-fueling requirement. The key is to set the domain to none vs air,land or sea.
 
you just create the aircraft and set it's domain to land or to none (change the tag to <domain/> (not sure if this is the name of the tag). if you set it to land, your unit can move over land like normal units, but because of the way the model looks, it's flying. if you set it to none, you can move your unit over both land and sea (not sure, read this on some other tread).
how to put the number of turns in it, i have no clue :)

haarbal
 
ozza000 said:
Yes but what exactly do you have to do that?

You need python skills to implement re-fueling.

In order to change the way the air units react you need to make the domain NONE. If you have not looked at the CIV4UnitInfos.xml file and have ZERO understanding of how it works, then you need to go to the tutorial section and at least get an understanding of how this file works.

Once you have some understanding of how that and simple text XML file editing/modding works we can answer any specific questions you may have. Gotta walk before ya run.:D
 
I have XML skills, but what you don't seem to realise is giving a unit domain NONE makes it invincible so it can't lose on the attack, you can't just give the unit domain NONE. As for python, well I know little about it really.
 
ozza000 said:
I have XML skills, but what you don't seem to realise is giving a unit domain NONE makes it invincible so it can't lose on the attack, you can't just give the unit domain NONE. As for python, well I know little about it really.


Naw sorry to say you are not correct. I just tested it again and you certainly are not invincible on attack. I think you may have made some changes we did not because nobody else is reporting this.

Post you unitinfos and what you changed so we can help you out. :goodjob:
 
This is the gunship unit in my game then when it is invincible. As you can see I have given the unit amphibious promotion as it should have and upped its strenght slightly (as I have done to many modern units). However if I have this unit as domain none as below, it is invincible on the offence, and wins everytime. So, please point out what is wrong with this unit.

Code:
<UnitInfo>
			<Class>UNITCLASS_GUNSHIP</Class>
			<Type>UNIT_GUNSHIP</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_HELICOPTER</Combat>
			<Domain>NONE</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<Description>TXT_KEY_UNIT_GUNSHIP</Description>
			<Civilopedia>TXT_KEY_UNIT_GUNSHIP_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_GUNSHIP_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bOnlyDefensive>0</bOnlyDefensive>
			<bNoCapture>1</bNoCapture>
			<bRivalTerritory>0</bRivalTerritory>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bInvisible>0</bInvisible>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bFlatMovementCost>1</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<UnitClassUpgrades/>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_PILLAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_ROCKETRY</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_FLIGHT</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_OIL</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>180</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iMinAreaSize>-1</iMinAreaSize>
			<iMoves>4</iMoves>
			<iAirRange>0</iAirRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<iCombat>24</iCombat>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>25</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsDefense>0</iHillsDefense>
			<TerrainNatives/>
			<FeatureNatives/>
			<TerrainDefenses/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_ARMOR</UnitCombatType>
					<iUnitCombatMod>100</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<iConscription>0</iConscription>
			<iCultureGarrison>10</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>5</iAsset>
			<iPower>24</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_GUNSHIP</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<Button>,Art/Interface/Buttons/Units/Gunship.dds,Art/Interface/Buttons/Unit_Resource_Atlas.dds,5,10</Button>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_AMPHIBIOUS</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
		</UnitInfo>
 
The unit was invincible, it defeated everything in site. I put it against a mech infantry for example where the battle odds should be hypothetically low, but it won 20 out of all 20 battles without losing a hit point, now that cannot be right can it?
 
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