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#1 |
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Alchemist
Join Date: Apr 2003
Location: Below.
Posts: 2,043
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An odd occurence...
I just added light footmen to my mod, which are the upgrade of warriors. I added a basic light footman first for all civs, before making civ specific ones.
Whenever I test the game on debug mode (haven't tried it outside debug mode), my civ works properly, but every other civ can build 2 of their base warriors. On their build screen for their city it has two warriors that look identical, buildable one beneath the other. Kind of like this: Settler Worker Scout Warrior Warrior Barracks Granary Etc. Any civ that I play has just one, like it should be, but every other civ has two. When I play as one of those civs that had two, they only have one like they should when I play as the civ. I'm not sure if this is just a little error that appears in debug mode, or if it will go away, but right now in testing my mod this is occuring. If anyone has any input on this I welcome it.
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D&D Mod: Champions of Mystara - Coming whenever it gets done! ... Working hard on it!My Leaderheads are all available from the Civ III Downloads Database. Alternate Leaderhead PCXs for Brennus, Ragnar, Hannibal, and Gilgamesh: Here Stormrage, your orcish awesomeness is missed! |
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#2 |
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Deity
Join Date: Dec 2003
Posts: 4,553
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Does it affect gameplay? If not it's probably just a glitch in debug and I wouldn't worry about it...
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#3 |
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Bretwalda
Join Date: Mar 2003
Location: Camelot!
Posts: 599
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Is it possible that having added the light footman for all civs and then doing civ specific ones means that each civ can build two; the gereric and the specific?
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#4 |
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Maker of Worlds
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The AI treats different available strategies as different units. If a unit is given both offense and defense strategies in the editor for example, the AI will get 2 identical units, one for offense and one for defense, and use them accordingly. It's nothing to worry about, just another AI-ism.
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#5 | |
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Blue Lion
Join Date: May 2005
Posts: 3,715
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Quote:
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#6 |
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Johnny Juwarra
Join Date: Mar 2004
Location: Estonia
Posts: 501
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I think Weasel Op is right about that, so this is actually still this one unit and that's why you can build only one.. but AI is so stupid that it needs the unit that has both offence and deffense strategies to be split into two units, so AI can choose which strategy it actually uses. Include bombing, scouting or something else, and you probbably see even more units for AI in debug mode.
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#7 |
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Dororo: Ninja Frog
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I've noticed this effect when in debug mode too, I always wondered what caused it. I guess the way to be sure is to remove one of the AI flags from the unit in question and see how many times it comes up on the AI build queue then.
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#8 |
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Alchemist
Join Date: Apr 2003
Location: Below.
Posts: 2,043
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Thanks for all the info. I guess that it's probably nothing to worry about. I'll try removing the defence flag and see what happens though, just for curiosity.
Azmorg, I mentioned that I just added the Light Footman just in case, but I don't think that it is causing the problem, because the warrior upgrades into the light footman at Bronze Working, and this is happening even before any civ reaches Bronze Working. Also, each civ only has one warrior buildable by them in the editor, it just appears as two identical warriors in their build list in the game.
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D&D Mod: Champions of Mystara - Coming whenever it gets done! ... Working hard on it!My Leaderheads are all available from the Civ III Downloads Database. Alternate Leaderhead PCXs for Brennus, Ragnar, Hannibal, and Gilgamesh: Here Stormrage, your orcish awesomeness is missed! |
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#9 |
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Alchemist
Join Date: Apr 2003
Location: Below.
Posts: 2,043
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I tested it, and it appears that Weasel Op is right.
I removed the defence flag from the dwarf warrior and they could build only 1. I also tried playing against a human civ and they could still build two warriors. Thanks again everyone, for your help.
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D&D Mod: Champions of Mystara - Coming whenever it gets done! ... Working hard on it!My Leaderheads are all available from the Civ III Downloads Database. Alternate Leaderhead PCXs for Brennus, Ragnar, Hannibal, and Gilgamesh: Here Stormrage, your orcish awesomeness is missed! |
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#10 |
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Prince
Join Date: May 2006
Location: at the shores of Rhine
Posts: 414
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Does this mean the AI is not able to to switch one unit from defensive to offensive use, because it hasn't build it as such?
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#11 |
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Dororo: Ninja Frog
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I believe not. The AI assigns one strategy, and one strategy only to each unit. This is why it is so frustrating trying to get the AI to use multi-purpose units.
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#12 |
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Deity
Join Date: Jul 2005
Location: Brew City
Posts: 3,692
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Yes at times it is very frustrating however the AI will use the infantryman in the epic game for both attack and defense which it is flagged for both so I have to wonder.
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#13 |
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Prince
Join Date: May 2006
Location: at the shores of Rhine
Posts: 414
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Does it really use one infantryman for both or does it use infantry A for attack and infantry B for defence?
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Replay the rise and fall of the roman empire and read a complete story about the glory of Rome (in 22 Chapters with about 330 screenshots)! |
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#14 |
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Deity
Join Date: Nov 2001
Location: USA
Posts: 5,129
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I agree that the AI chooses only one Unit for Attack and one for Defense when Building them...this provides direct coding to the AI for game play direction.
...That said, a unit that is built as an Attacking Unit does have a Defense, so certainly this so called Attacking Unit will defend IF attacked. ...The AI builds Units and controls their actions by their abilities, Attack, Defense, scouting, worker, etc... and these are separated for them so it is direct. Because the AI cannot control others Attacking them, the AI will of course use any unit with a defense when needed in a city, even if that unit was built for the purpose of Attacking. In other words, the AI will use any Unit it has to Defend a city when attacked but this is due to the fact that the attacking unit happens to be in the City and has a Defense. when it comes to the AI attacking in the game, that will be with Attacking Units that were built for that purpose. Naturally we will see more Defensive units inside the Cities...all due to this coding that Tells the AI what to build and what to use in order to provide some characteristic of "intelligence" to them. If Not for that type of coding, we would see Workers attacking and Riflemen planting a garden, etc...
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#15 |
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Dororo: Ninja Frog
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^ What he said. I think of the times I've had a slave ending up in enemy territory. The AI side has say Mech Inf in their cities, which could come out on railroads, take the slave, get back to it's city and fortify itself again. But it doesn't do that. It will take slaves if it has attack flagged units to use, but not with defence units. You can rest assured that the AI isn't going to make any attacks with defensive units.
The partial relief to this is the AI no patrol change to the .ini file, which seems to make the AI a little more interesting.
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#16 |
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Civ3 Modding Archivist
Join Date: Nov 2001
Location: The lone and level sands
Posts: 8,476
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The AI definitely assigns one strategy per unit and keeps it that way. "Defensive" units often show up with attacking troops of the same type because the AI will often support Attackers with Defenders.
-Oz
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#17 |
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unpolitically uncorrect
Join Date: Dec 2006
Location: northern CA
Posts: 1,985
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#18 |
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Dororo: Ninja Frog
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In the conquests.ini it's NoAIPatrol= changed to a value of 0, add the line at the end of the file, if it's not already there. It seems to have some effect.
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#19 |
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unpolitically uncorrect
Join Date: Dec 2006
Location: northern CA
Posts: 1,985
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Ok, thanks.
I could never remember whether it was that or AINoPatrol.
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#20 |
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Deity
Join Date: Jul 2005
Location: Brew City
Posts: 3,692
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What exactly does that edit acheive?
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Visit Storm Over Civ AIGA member And the might of the Gentile, unsmote by the sword, Hath melted like snow in the glance of the Lord! |
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