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#1 |
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The Civ Heretic
Join Date: Dec 2003
Location: Seattle
Posts: 938
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Hidden nationality
What would ppl think of expanding this ability in the game. I know some mods have added HN special forces paratroopers, but how often do each of us get to the modern era? So, how about having a unit in each era that is designated as an HN unit? Like allowing each civ to possess a max of 2 or 3 expensive HN cavalry, elephants or axemen.
How about giving Viking Bezerkers HN so that they really can live up to their historical role. I was thinking of making a special caravel like ship that could carry 3 HN macemen in similar fashion to how they carry spies. That way, they could actually roam about the coastline, making raids on enemy cities and improvements, and yet not be able to actually capture cities. Could probably get someone to make a python script that would permit these HN units to gain money each time they kill something. You could use them to kill neighboring civs' settlers to prevent them from settling certain areas. It would certainly add spice to the game.
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For myself, if I end up conquering the world, it's not because I sought it or desired it, but rather, against even my own wishes it simply became my destiny. -5.62,-3.44 |
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#2 |
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Disarmingly Charming
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It might add a level of mayhem and joy if you could have your unit adopt another civ's nationality, do something nasty, and then Sury gets blamed for it, for instance.
Sort of appeals to my "canine female" side, if you will.
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The BAT Mod 4.1 -- The BUG Mod -- BTS Unaltered Gameplay -- BXP: The BAT Extras Project -- Better BAT AI -- Lemon's HUD Color Utility -- Lemon's Spy Mod The BAT Mod 4.1 Has Been Released!
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#3 |
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King of myself
![]() ![]() Join Date: May 2006
Location: Lisbon, Portugal
Posts: 13,818
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Well, I'm quite scolded by my "briliant" idea of making Civ III Guerrilla have hidden nationality, that resulted on hordes of AI guerrillas fighting in my lands ( and theirs )
Was fun once, but god forbid to see that happening eveytime
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" I'm the Lord of the lords, not the servant of the serfs" - D. Joćo II of Portugal My Civ lema: Qui vincit non est victor nisi victus fatetur Lonely Hearts Club Bullpen / You , Yourself and your shadow : Some lessons on isolated starts |
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#4 |
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The Civ Heretic
Join Date: Dec 2003
Location: Seattle
Posts: 938
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lol. that must have been exciting. In civ4, you can easily set a limit on these HN units in the same fashion that you can with Missionaries and Execs.
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For myself, if I end up conquering the world, it's not because I sought it or desired it, but rather, against even my own wishes it simply became my destiny. -5.62,-3.44 |
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#5 |
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ROCKETS GONNA GETCHA
Join Date: Aug 2007
Location: In the Land where
Posts: 2,171
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I made an Arabian UU, the Bandit, a strength 3 Chariot with HN. Didn't work for some reason. But it was a bad idea- UUs having HN is obvious. If you see Berserkers or Bandits running around, you hardly suspect Willem doing it, do you?
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Life is quite absurd, and death's the final word, but you must always face the curtain, with a bow. Forget about your sin, give the audience a grin! Enjoy it, it's your last chance, anyhow, so always look on the bright side of life! Always look on the right side of life!- Monty Python's Life of Brian So we agree. Apples are retarded. - Ramesses Laugh.... |
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#6 |
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Deity
Join Date: Mar 2003
Posts: 6,296
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The main problem with this is the AI, it is totally daft in utilizing HN units.
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Do not PM me with questions about modding. I will not answer. If you want help with something, start a thread on it, or post in a related existing thread. |
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#7 |
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Sea Sponge
Join Date: Jun 2003
Location: Here :)
Posts: 64
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... That Gandhi keeps sending his Praetorians to my door.
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Oooh, my leadership abilities are comparable to that of Dan Quayle... |
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#8 |
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Disarmingly Charming
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How do you know they're his?
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The BAT Mod 4.1 -- The BUG Mod -- BTS Unaltered Gameplay -- BXP: The BAT Extras Project -- Better BAT AI -- Lemon's HUD Color Utility -- Lemon's Spy Mod The BAT Mod 4.1 Has Been Released!
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#9 |
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GiftOfNukes
![]() Join Date: Jan 2008
Location: Orlando
Posts: 19,617
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HN units would have to be banned from capturing cities, or captured cities would have to become barbarian. Otherwise, the AI would have trouble dealing with cheesy sneak attacks poaching its cities easily to the human.
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- There is no "I" in team. There is no "we" either. There is a me. - Play Faster! - YouTube Civ Walkthroughs and Map Creation! - PolyCast Co-Host! Listen in! - Watch me play LIVE |
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#10 |
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The Civ Heretic
Join Date: Dec 2003
Location: Seattle
Posts: 938
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That's a given. The special forces units that some mods use are limited in that fashion, and also limited in the amount that can exist.
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For myself, if I end up conquering the world, it's not because I sought it or desired it, but rather, against even my own wishes it simply became my destiny. -5.62,-3.44 |
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#11 |
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Master of Points
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Have you tried this in Fall from Heaven?
The Svartalfar (dark elves) World Spell turns all their units Hidden Nationality. They have to declare nationality and declare war to capture cities of course, but they can kill settlers, workers, all your troops etc before declaring war. There is also the Council of Esus religion with which you can get units with hidden nationality. I have a hard time envisioning Hidden Nationality for a regular Civ game though. What would be the historical relevance? Even the Vikings captured cities to keep (danish conquest in England for example).
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#12 | |
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Warlord
Join Date: Dec 2008
Posts: 242
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Quote:
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