Advertisement
Civilization Fanatics' Center  

Welcome to Civilization Fanatics' Center.

You are currently viewing our site as a guest which gives you limited access to our site features. By joining our free community, you will be able to participate in the discussions, search the forum, send private messages, vote in polls, upload your own screenshots to the gallery, and access many other special features. Registration is fast, simple and absolutely free, so sign up today! If you have any problems with the registration process or your account login, please contact support.

Go Back   Civilization Fanatics' Forums > CIVILIZATION III > Civ3 - Creation & Customization

Notices

Reply
 
Thread Tools
Old May 05, 2003, 02:47 PM   #1
Ultraworld
Emperor
 
Ultraworld's Avatar
 
Join Date: May 2003
Posts: 1,152
Roman legionares can build roads, colonnies and fortresses

I gave Roman legionares the ability to build roads, colonnies and fortresses.
Pretty cool and also very realistic.
Now they can build the roads to the battlefield.
Ultraworld is offline   Reply With Quote
Old May 05, 2003, 03:12 PM   #2
LouLong
In love with Rei Ayanami
 
LouLong's Avatar
 
Join Date: Nov 2001
Location: Fontainebleau FRANCE
Posts: 7,385
Yep, problem is the AI cannot handle it. So for you it is OK but the AI cannot use them that way (cf thread what the AI cannot do).
LouLong is offline   Reply With Quote
Old May 11, 2003, 07:48 AM   #3
Ultraworld
Emperor
 
Ultraworld's Avatar
 
Join Date: May 2003
Posts: 1,152
hmm . . . weird. The AI should, when building roads, just search for a unit which has the build_road-box true.
Ultraworld is offline   Reply With Quote
Old May 11, 2003, 09:17 AM   #4
Mithadan
Wandering Woodsman
 
Mithadan's Avatar
 
Join Date: Apr 2003
Location: Alberta über alles ;)
Posts: 4,021
I gave the Legionary every single possible Worker task, so it's basically a worker with no population cost that can't found cities. The AI can handle that, from what I can tell. You just have to tolerate Legionaries building mines and planting forests. Not a big deal for me, anyway.
__________________
"Seeking self, I find nothing but myself, but in this I drink the cup of gall I really am." -- William Desmond

-----

"I'm not a fan of censoring history." -- gorn
Mithadan is offline   Reply With Quote
Old May 11, 2003, 10:01 AM   #5
Willem
Deity
 
Join Date: Feb 2002
Location: Canada
Posts: 7,090
Quote:
Originally posted by Mithadan
I gave the Legionary every single possible Worker task, so it's basically a worker with no population cost that can't found cities. The AI can handle that, from what I can tell. You just have to tolerate Legionaries building mines and planting forests. Not a big deal for me, anyway.
But do they still use them militarily? It would make the Romans pretty useless if all their UU's were out building mines and planting forests instead of fighting.
Willem is offline   Reply With Quote
Old May 11, 2003, 10:04 AM   #6
Ultraworld
Emperor
 
Ultraworld's Avatar
 
Join Date: May 2003
Posts: 1,152
Quote:
But do they still use them militarily?
Yes of course.
Ultraworld is offline   Reply With Quote
Old May 11, 2003, 10:04 AM   #7
Willem
Deity
 
Join Date: Feb 2002
Location: Canada
Posts: 7,090
Quote:
Originally posted by Ultraworld
hmm . . . weird. The AI should, when building roads, just search for a unit which has the build_road-box true.
No, it doesn't work that way. Unless you have all the Worker flags enabled, you can't even automate the unit. Which means the AI can't use that particular ability.
Willem is offline   Reply With Quote
Old May 11, 2003, 10:06 AM   #8
Willem
Deity
 
Join Date: Feb 2002
Location: Canada
Posts: 7,090
Quote:
Originally posted by Ultraworld

Yes of course.
Interesting. I'll have to check that out sometime and see how it works. I never thought of trying that.
Willem is offline   Reply With Quote
Old May 11, 2003, 10:33 AM   #9
Ozymandias
Civ3 Modding Archivist
 
Ozymandias's Avatar
 
Join Date: Nov 2001
Location: The lone and level sands
Posts: 8,476
Quote:
Originally posted by Ultraworld

Yes of course.
Does the AI use the SAME unit for both offensive combat and improvements? -- By analogy, if a unit is flagged both "offensive" and "defensive" the AI will apparently designate some of the units of that type for offensive strategy and some for defensive. Hence I wonder if some of these get flagged "offensive" and some "worker" ... ?

-Oz
__________________
"God of our fathers, known of old -- Lord of our far-flung battle line -- Beneath whose awful hand we hold
Dominion over palm and pine -- Lord God of Hosts, be with us yet, Lest we forget -- lest we forget!"

May you be at peace, General 666
Ozymandias is offline   Reply With Quote
Old May 11, 2003, 11:48 AM   #10
Akula
Prince
 
Join Date: Nov 2002
Posts: 456
Quote:
Originally posted by Ultraworld

Yes of course.
Not really it randomly choose a strategy for the unit so some will become workers and some will become soldiers, and this is permanent so you'll propably risk unballancing the game, but it'll reassign flags for the unit if it's upgraded
Akula is offline   Reply With Quote
Old May 11, 2003, 12:44 PM   #11
Mithadan
Wandering Woodsman
 
Mithadan's Avatar
 
Join Date: Apr 2003
Location: Alberta über alles ;)
Posts: 4,021
The AI has attacked me with Legionaries that have the ability to do all the Worker tasks, so they are used militarily. I don't know if other Legionaries were slotted only for Worker tasks, though.
__________________
"Seeking self, I find nothing but myself, but in this I drink the cup of gall I really am." -- William Desmond

-----

"I'm not a fan of censoring history." -- gorn
Mithadan is offline   Reply With Quote
Old May 11, 2003, 01:40 PM   #12
pdescobar
Moo, baby. Moo.
 
pdescobar's Avatar
 
Join Date: Nov 2002
Location: CFC or playing DyP
Posts: 1,366
Mithadan, try a small game under debug mode. In debug mode you can see what AI strategy a given unit has and you can verify which units are doing what. I expect that it is doing exactly what oz and akula suggest, which is picking some to be permanent workers and others to be permanent military which may or may not work out to be what you intend with them.
pdescobar is offline   Reply With Quote
Old May 11, 2003, 01:40 PM   #13
Akula
Prince
 
Join Date: Nov 2002
Posts: 456
SOME of them are used as military units other are not, as I said before some units will get the offence flag others will get the Worker flag, if a unit has 2 or more flags it'll, when it builds the unit, randomly choose one of the flags and use that flag as long as the unit exsists

Edit: To slow
Akula is offline   Reply With Quote
Old May 11, 2003, 02:22 PM   #14
Mithadan
Wandering Woodsman
 
Mithadan's Avatar
 
Join Date: Apr 2003
Location: Alberta über alles ;)
Posts: 4,021
Oh, well, that's wacky! Might as well just give the Romans a Worker with Legionary animation for some flavour. Nice to know about the debug mode, though, thanks!
__________________
"Seeking self, I find nothing but myself, but in this I drink the cup of gall I really am." -- William Desmond

-----

"I'm not a fan of censoring history." -- gorn
Mithadan is offline   Reply With Quote
Old May 11, 2003, 08:31 PM   #15
Louis XXIV
Le Roi Soleil
 
Louis XXIV's Avatar
 
Join Date: Mar 2003
Location: Arlington, VA
Posts: 12,127
Quote:
Originally posted by Akula

Not really it randomly choose a strategy for the unit so some will become workers and some will become soldiers, and this is permanent so you'll propably risk unballancing the game, but it'll reassign flags for the unit if it's upgraded
Not random

The AI decides if it needs a worker, or if it needs an attacker
__________________
Beer is living proof that God loves us and wants us to be happy
-Ben Franklin
Louis XXIV is offline   Reply With Quote
Old May 12, 2003, 06:01 AM   #16
Akula
Prince
 
Join Date: Nov 2002
Posts: 456
hmm...
In my experiments it appeared quite random
Akula is offline   Reply With Quote
Old May 12, 2003, 11:38 AM   #17
Ozymandias
Civ3 Modding Archivist
 
Ozymandias's Avatar
 
Join Date: Nov 2001
Location: The lone and level sands
Posts: 8,476
Quote:
Originally posted by Akula
hmm...
In my experiments it appeared quite random
Yup, me too -- yet obviously it can't be, as it's driven by an algorithm. Why the AI chooses to build the units it does (most especially if there is any sort of complex choice among options) is, AFAIK, the great uncracked mystery of the AI engine ...

-Oz
__________________
"God of our fathers, known of old -- Lord of our far-flung battle line -- Beneath whose awful hand we hold
Dominion over palm and pine -- Lord God of Hosts, be with us yet, Lest we forget -- lest we forget!"

May you be at peace, General 666
Ozymandias is offline   Reply With Quote
Old May 12, 2003, 11:58 AM   #18
Akula
Prince
 
Join Date: Nov 2002
Posts: 456
If Firaxis would just tell us how the AI works it'll be much easier to predict and use the AI's behavior
Akula is offline   Reply With Quote
Old May 12, 2003, 12:26 PM   #19
Ozymandias
Civ3 Modding Archivist
 
Ozymandias's Avatar
 
Join Date: Nov 2001
Location: The lone and level sands
Posts: 8,476
Quote:
Originally posted by Akula
If Firaxis would just tell us how the AI works it'll be much easier to predict and use the AI's behavior
My greatest fear re: the game is that Firaxis won't tell because they're embarrassed

-Oz
__________________
"God of our fathers, known of old -- Lord of our far-flung battle line -- Beneath whose awful hand we hold
Dominion over palm and pine -- Lord God of Hosts, be with us yet, Lest we forget -- lest we forget!"

May you be at peace, General 666
Ozymandias is offline   Reply With Quote
Old May 12, 2003, 12:29 PM   #20
Akula
Prince
 
Join Date: Nov 2002
Posts: 456
Bet they are sometimes it's more stupid than allowed
Akula is offline   Reply With Quote
Reply

Bookmarks

Go Back Civilization Fanatics' Forums > CIVILIZATION III > Civ3 - Creation & Customization > Roman legionares can build roads, colonnies and fortresses

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off


Similar Threads
Thread Thread Starter Forum Replies Last Post
Don't build roads, build highways! vinstafresh CivRev - Strategy & Tips 0 Jul 16, 2008 10:35 AM
Requests : Roman Roads /Euro terrain mods Rob (R8XFT) Civ3 - Creation & Customization 16 Aug 01, 2005 10:59 AM
Crusaders ..does the AI use them to build fortresses? Sha-Feer Civ3 - General Discussions 5 Dec 26, 2003 06:15 AM
Roman Legion Roads during Multiplayer Carthago Civ3 Conquests - Bug Reports 2 Dec 08, 2003 10:14 AM
Do you build Fortresses? BomberEscort Civ3 - General Discussions 33 Aug 01, 2003 12:01 AM


Advertisement

All times are GMT -6. The time now is 06:34 PM.


Powered by vBulletin®
Copyright ©2000 - 2013, Jelsoft Enterprises Ltd.
This site is copyright © Civilization Fanatics' Center.
Support CFC: Amazon.com | Amazon UK | Amazon DE | Amazon CA | Amazon FR