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#1 |
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Chieftain
Join Date: Nov 2006
Location: In front of the computer screen
Posts: 87
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Problem with Air Strike
Hello!
It looks like I have a great problems with Air strikes, with all types of air units. Sometimes I just can't attack enemy units. The strangest thing was, I was conducting a series of air strikes against the Indian city garrisoned by a few mech infantry and 1 worker. After 3 or 4 strikes, the worker appeared on top of a city and I couldn't attack with any air unit (the infantry units were still alive). Next turn - the same story. After a few attacks, the worker comes, and no more attacks Could this be a bug, or just a corrupted game? I have Civ 4 with the latest patch. |
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#2 | |
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Invading N.C.
Join Date: Jun 2006
Location: SC. Dude.
Posts: 870
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#3 | |
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Chieftain
Join Date: Nov 2006
Location: In front of the computer screen
Posts: 87
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Quote:
That makes air strike missions pretty much useless, if you can't sink anything with your airplanes
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#4 | |
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Prince
Join Date: Mar 2006
Location: New Zealand
Posts: 414
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Quote:
If you're interested let me know and I'll provide more details. |
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#5 |
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Chieftain
Join Date: Aug 2006
Posts: 16
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Not really useless, methinks. You bomb the defense % down, bomb the defenders, then send in the gunships to wipe them out!
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#6 | |
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Chieftain
Join Date: Nov 2006
Location: In front of the computer screen
Posts: 87
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#7 | |
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Chieftain
Join Date: Nov 2006
Location: In front of the computer screen
Posts: 87
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#8 |
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Prince
Join Date: Feb 2006
Location: Portland, Oregon
Posts: 458
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That makes some sense. A group of fighter-bombers (thinking WW2 era) cannot really 'wipe out' an infantry unit, although they can supress them and degrade there ability to move and fight to a limited degree. And in history we rarely saw airpower used against animal-mounted cavalry, as the two 'technologies' eclipsed each other for the most part.
However, airpower has a much greater effect on vehicular units such as armored units and mech infantry - the targets are larger and thus more difficult to hide, and easier to hit. Each hit has a much greater effect on the combat worthiness of the unit (compared to leg infantry). And since an armored unit's mobility is at least as important as it's weapons systems, attacking such a unit with airpower can be very effective. Naval targets follow the same idea, but even more so. There is no place to run or hide. Airpower has and should be able to interdict and sink ships. You cannot play a 'Battle of Midway' in CivIV because of the above-mentioned game mechanic regarding airpower. The way Civ limits the effect of airpower is making it not possible to attack a ground or naval unit after that unit has been damaged below a certain pre-set level (as also mentioned above). From the game designer point of view, that's a clever mechanic and not at all unrealistic - although the 'damage level limit' needs to be adjusted for various types of targets. What would be a nice, realistic fix would be to have this limit set high for foot units, a bit lower for horse units, even lower still for armored units, and to zero for naval unit (so that ships could be sunk). I haven't got into Civ modding (yet - although I may as I get deeper into the game), is there a way to set this 'damage level limit' by type of target?
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America is the only country that went from barbarism to decadence without civilization in between. -- Oscar Wilde |
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#9 | |
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Chieftain
Join Date: Nov 2006
Location: In front of the computer screen
Posts: 87
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#10 | |
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Prince
Join Date: Mar 2006
Location: New Zealand
Posts: 414
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Quote:
I'm still a relative novice to SDK modding but thanks to PeteT who helped with my mod idea I've learnt a lot more. I'll do my best to try to explain some of the changes needed. Lord N, I notice from your first post you're running Civ4 vanilla, I'm running Warlords so unfortunately my SDK code will be different. Do you have any experience with modding Civ4 using the SDK? I'll see if I can still download the old SDK. Last edited by cf_nz; Nov 02, 2006 at 12:37 PM. |
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#11 |
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Deity
Join Date: Oct 2005
Location: England
Posts: 4,985
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It would be SDK work, but relatively easy. Just add a multi line tag allong the line of
<iMaxDamageForUnitCombats> <iMaxDamageForUnitCombat> <UnitCombatType>UNITCOMBAT_NAVAL</UnitCombatType> <iMaxDamage>100</iMaxDamage> </iMaxDamageForUnitCombat> </iMaxDamageForUnitCombats> The SDK work behind this would be relatively straight forward.
__________________
Most zealously I seek for erudition. Much do I know, but to know all is my ambition.
-Faust |
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#12 |
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Prince
Join Date: Mar 2006
Location: New Zealand
Posts: 414
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What Lord Olleus is suggesting is the best way as this would allow the values to be changed easily, I'm still only learning so the changes in my game are still hard coded into the SDK.
As some background info the values of interest which limit air units damage are: in XML: CIV4UnitInfos.XML -> iAirCombatLimit; this number is the total max damage an air unit can do, the default is 50, ie 50% damage limit. GlobalDefines.XML -> AIR_COMBAT_DAMAGE; this number seems to limit the amount of damage air units do per turn, the default is 30, I assume this means they are only doing 30% of their max possible damage per turn. in SDK: CvUnit.cpp; CvPlot.cpp; CvUnitAI.cpp these file all have references to airCombatLimit(), which is the iAirCombatLimit number from the XML files. By changing the iAirCombatLimit number (in XML) to 100, air units can destroy all units. My current game has the following lines added to CvPlot.cpp: Code:
if (pLoopUnit->getDomainType() == DOMAIN_SEA)
{
iAirLimit = pAttacker->airCombatLimit()+50;
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#13 |
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Windbag of the sea
Join Date: Nov 2005
Posts: 2,018
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It should be possible to make it call the XML for the values, thereby making it easily tweakable later. you could also just have it check against individual units if you wanted even more flexibility, though defining the values for all the units would be a bit of a hassle.
__________________
Blue Marble 3.0 - about a gazillion times sexier than regular Civ 4.
QES: "For a period of time, the rest of the world clamoured to get Levi's genes." Braindead's Mordor site - Dungeon crawling having nothing to do with LotR, plus a freeware remake in progress featuring descriptive text and crazy ideas by yours truly. |
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#14 | |
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Chieftain
Join Date: Nov 2006
Location: In front of the computer screen
Posts: 87
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Quote:
).But I'd rather try to change the xml than messing with SDK! |
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#15 | |
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Prince
Join Date: Mar 2006
Location: New Zealand
Posts: 414
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Quote:
Change the value for iAirCombatLimit in CIV4UnitInfos.XML from 50 to 100 for each of the air units, they will then be able to destroy all units. Messing with the SDk is fun .
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#16 | ||
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Chieftain
Join Date: Nov 2006
Location: In front of the computer screen
Posts: 87
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Quote:
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#17 | |
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Prince
Join Date: Mar 2006
Location: New Zealand
Posts: 414
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#18 | |
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Chieftain
Join Date: Nov 2006
Location: In front of the computer screen
Posts: 87
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Quote:
But don't you think that a caravel would sink a modern day transport if they met in the real world? Seriously now, I'm considering making transport defend only, with strength lowered to 8. That way the only wooden ship able to sink it would be a frigate. What do you think? |
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#19 | |
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Prince
Join Date: Mar 2006
Location: New Zealand
Posts: 414
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