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#941 |
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Emperor
Join Date: Nov 2005
Posts: 1,455
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Nope, I knew I forgot something. Oh well, I'll try and remember for next time.
Bh |
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#942 | ||
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Emperor
Join Date: Nov 2005
Posts: 1,455
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Quote:
Quote:
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#943 |
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Emperor
Join Date: Sep 2001
Location: Las Vegas, Nevada
Posts: 1,757
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Anticipate the player's angst when he goes to attack a lone transport and is informed that he is attacking a stealth destroyer if changes are made. Put up a big sign "SURPRISE -- a stealth destroyer was hidden there!!", perhaps in the log.
KMadCandy, I quite agree with the destroyers not upgrading to stealth (and with battleships not upgrading to missile cruisers). Among the first changes I made with BtS. |
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#944 |
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Chieftain
Join Date: Dec 2005
Location: San Diego, CA
Posts: 55
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Thanks Bh- You're still Da MAN!!!
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"Aku Soku Zan" -The Shinsengumi's code of Justice |
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#945 |
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Chieftain
Join Date: Dec 2005
Location: San Diego, CA
Posts: 55
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In the real world, a stealth destroyer may not want to sonar ping for a sub because the ping itself is detectable, therefore giving away its position to the enemy he's trying to hide from. Maybe this was intended by design.
(that SD's can't detect subs)
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"Aku Soku Zan" -The Shinsengumi's code of Justice Last edited by jlwzap; Nov 02, 2007 at 05:56 PM. |
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#946 | |
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Former Dictator
Join Date: Aug 2006
Location: Li'l Rhody
Posts: 663
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Quote:
Besides, every time they turn on the active sonar, they drive all the whales insane. |
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#947 |
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Prince
Join Date: Oct 2001
Location: In front of the screen
Posts: 492
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#948 | |
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Chieftain
Join Date: Dec 2005
Location: San Diego, CA
Posts: 55
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Quote:
I was just going to say something about all the beached whales being a dead giveaway
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"Aku Soku Zan" -The Shinsengumi's code of Justice |
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#949 | |
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giggling permanoob
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good thing i always change my leader name to Bhruic so that the AI doesn't know i'm a permanoob!
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no those privateers aren't mine. that GG i just got while i'm not at war with anybody? popped him from a hut. |
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#950 | ||
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Emperor
Join Date: Nov 2005
Posts: 1,455
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Quote:
Quote:
![]() Bh Last edited by Bhruic; Nov 02, 2007 at 06:20 PM. |
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#951 |
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giggling permanoob
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losing an entire ability when you get the upgrade to a unit just completely annoys me. losing promotion possibilities, sure, that makes sense because the base unit type is different. also because i'm used to it *giggle*. but i really think it's an oversight that the supposedly technologically superior units can't perform one of the functions that the old ones did. if you learn Flight before Radio (which i've done in some games) then airships go obsolete but you can't yet make submarines. but the only units can could see enemy submarines would be those atm-hypothetical submarines and now-obsolete airships (assuming you got oil with combustion, which was a pre-req for flight). so you're screwed if you upgrade your existing airships to fighters and the bad guys have subs, oopsies. now if the bad guys have subs you probably want to have them too, but hey, flight is cool because airports have duty-free shops so i'm just saying.
i've been known to name the freebie missionaries from later religions that i won't be using "SPY DON'T USE ME" since i am forgetful, and don't want to actually use them in a city. and then i go scout around with them in AI territory when i have OB, to get some use out of the hammers i didn't have to spend. the AI never resents this or kicks 'em out. even after they know writing and alphabet. so if they don't even read the names i put on my units, i don't think they can hear me giggling.
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no those privateers aren't mine. that GG i just got while i'm not at war with anybody? popped him from a hut. |
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#952 |
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Deity
Join Date: Apr 2003
Location: the Netherlands
Posts: 4,281
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About the submarine/stealth destroyer detection.
At present, there is only one single field available for detection of various units in the units xml-file and you can thus enter submarine or stealth destroyer there and not both. I don't know a lot about modding, but I guess that would have to be changed so that a stealth destroyer could detect other stealth destroyers and submarines at the same time. About Airplane submarine detection. I would agree with such a modification and would even want to extend it to airplane stealth destroyer detection (they're not really invisible, just invisible to radar). But I do think that this unofficial patch would at that point lose the idea that it is a patch and would more become a mod. Not that I wouldn't like to try a mod created by you Bhruic, but it's not the thing everyone is looking for. Oh, KMadCandy, you should never play a civ4 multiplayer game with a microphone because the other players will know exactly who's pirate sunk their caravel when they hear the giggling. I would challenge Bhruic to add such a function to the AI, but I guess that's asking a bit much even for Bhruic.
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If in other sciences we should arrive at certainty without doubt and truth without error, it behooves us to place the foundations of knowledge in mathematics. Last edited by Roland Johansen; Nov 02, 2007 at 06:52 PM. |
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#953 |
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Emperor
Join Date: Nov 2005
Posts: 1,455
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Yeah, the submarine detection isn't something I'd do for the patch. The SD defending a stack is something I would do. I've racked by brain (and damn if that didn't hurt
), and I can't come up with a viable reason for the way the game handles it now. But I'll keep the debate open for a bit in case someone has something I didn't think of.Bh |
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#954 |
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Child of Surprises
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Bhruic, just wondering if you were thinking of fixing the Blessed Sea Quest (I menitoned it a few posts back
). It's pretty powerful if you do succeed in accomplishing it and very annoying when the quest simply disappears because of the bug - you've done a pile of work to build cities like mad everywhere and then you're cheated out of the return. It may be something that's not on your list, or something you'll do later. Just wondering...
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#955 |
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Emperor
Join Date: Nov 2005
Posts: 1,455
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Well, to be able to fix it, I'd need a save before the quest has failed. After it's failed, there's nothing I can do to test if it'd be successful.
Bh |
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#956 | |
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Unindicted Co-Conspirator
Join Date: Aug 2004
Location: Pittsburgh, Pennsylvania
Posts: 2,494
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Quote:
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JKP1187's Not Just Another NextWar Mod. (update pending) NextWar: Revolutions (update pending) JKP1187's Events Map Scripts: Earth3.py; Terra2.py I am buying a house and starting a new job, so Civ projects are on hold for now. I shall return! |
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#957 |
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King
Join Date: Jul 2007
Posts: 994
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Hi
I need to look up the thread where I saw it but issue of making stealth destroyers attack is kind of wrapped up in bigger issues with the way naval combat is decided. From what the post seems to say combat is worked out like this. Ship attacks at this point game goes through thses steps to pick defenders 1) Game first eliminates any ships in stack that ship cant sea (at this point it means stealth destroyers and subs wont defend if say a battle ship is attacking) 2)after that game picks the strongest empty vessels to attack (meaning if an unloaded missle cruiser in stack it will defend first, if no unloaded mc but unloaded aircraft carrier then it will defend, if no unloaded ac but unloaded taransports then unloaded transports will defend) 3)If no empty vessels in stack THEN just strongest units in stack will defend. Meaning not only would a unloaded transport defend ahead of stealth destroyer it would defend ahead of a battleship too. Making stealth destroyers defend when attacked in mixed stack would get it to defend if it is strongest defender available at point 3 but it still will just watch empty transports get whomped at point 2. This brings up lots of annoying problems that dont make sense. Even without transports. Like for example say you have a stack of 3 loaded missle cruisers. In one turn the stack sees a enemy ship. One MC goes after it, if first launches its missles to wound it and then attacks and sinks it. It won battle but is wounded and it goes back into stack to heal and turn ends. Next turn another destroyer attacks the stack of 3 MC's. The two fully healthy MC's would win easily, however even though it is wounded the wounded MC from the turn before now falls into category of "strongest empty vessel" since it had launched all its missles. So it would defend ahead of the fully loaded fully healthy missle cruisers. Now if there is some logic to this I cant see it :/ So it seems like maybe this should be looked into first maybe and then once that is gotten more logical say "strongest defender period that can be seen defends" seems it might be simplest solution. Then after that solution is implemented successfully a decision can be made as to whether or not stealths should fall into "can be seen category" when in a mixed stack. Part of some of the issues to think about would be. How hard would it be for game to know when a stealth destroyer is in a mixed stack and therefore should defend and when it is not and therefore shouldnt defend. Like if game decides okay when on same square as different types of ships it can now defend--what if a ally or neutral ship or something just happens to be on sqaure with stealth would that trigger it too? Also it doesnt seem that game makes distinciton of being "invisible" due to stealth tech and being invisible for other reasons like subs are visible just cuz it is assumed they will be submerged. Kind of like units just fall into "visible" or not. So would subs end up being including in the mixed stacks defend solution or not? or would their be a way to make it so only stealths would do that and not subs? To me the very simplest solution would be to not make stealth destroyers obsolete normal destroyers. Just let em be built even after stealths can be built then it would be up to the player to make sure they use "escort" destoyers for escorting and stealth destoryers for other things. As for the "stringest empty" vessles defending first I can see why if it is JUST a stack of transports empty ones defend first so you wouldnt risk ones loaded with units if it could be avoided. But gving empty vessels priority over battleships and loaded cruisers and what not doesnt make much sense. It also kind of leaves open an "exploit" of instead of escorting transports with battleships and missle cruiser and stuff like that just making sure all naval stacks come with a "decoy fleet" of empty transports to keep your main ships a safe as possible. I dont know :/. Honestly I am not huge fan of big naval campaigns so I am getting all thise pretty much from other posts I have seen talking about how messed up naval combat can be in BtS. But from what I have seen the issues seem to be a buit bigger than JUST whether or not stealth destroyers can or should defend and whether or not they can or should see subs. I still think just allowing normal destroyers to be around along with stealth is best. Lets assume that stealths operate like they do on purpose for whatever reason. Not obsoleting normal destroyers means stealth will still function as game intended and normal destroyers will still function as game intended and player can choose whichever ever they think is right type for the job. And with normal destroyers not being disabled then it wont be as bad because then it wont be like a player didnt have an option other than putting stealths with a stack. It would also mean that making game decide when and if stealths should defend in mixed stacks unecessary and not having to deal with that in messing with naval battle calculations might make solving the "empty vessels defend first" issue simpler since now it means ONLY that part has to be addressed instead of that part AND figuring out whether a stealth destroyer should defend. And yeah I say that part has to be addressed on assumption that maybe others might agree its an issue. But if I assume wrong it wouldnt be the first time hehe :P Kaytie |
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#958 | |||||
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Emperor
Join Date: Nov 2005
Posts: 1,455
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Quote:
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Anyone with an ounce of sense is going to choose the unloaded Transport, despite the fact it has less strength - because it doesn't matter which you use, you're going to lose anyway (almost certainly, based on probability). I'm not saying that they've made the right choice, but I can certainly see why they chose it. Quote:
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Bh |
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#959 | |
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Prince
Join Date: Mar 2007
Location: Pennsylvania, USA
Posts: 440
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Quote:
Marnz AD-1640.CivBeyondSwordSave If the first galley in the active stack is deleted or lost in combat (which eventually happened) you fail the quest.
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#960 | |
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Deity
Join Date: Apr 2004
Posts: 6,891
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Exactly... and Destroyer Don't upgrade to Stealth Destroyers, they upgrade to SDs OR MCs so Heavy=Battleship->MC AntiAir=Destroyer->SD AntiSub=Destroyer->Attack Sub
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Improvement Ideas City States:http://forums.civfanatics.com/showth...5#post11296685 Miscelaneous Ideas:http://forums.civfanatics.com/showpo...&postcount=403 |
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