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#1 |
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C++ induced baldness
Join Date: Jun 2003
Location: TX and proud of it!
Posts: 617
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Rogue/Traitor units? (w/ screechots)
I thought that if ya make a unit, it can't attack your civs' other units, but the most unusual thing happened.
I created 5 celtic 'resistor' type units, strong attack, 0 defense, hidden nationality, defensive bombardment. A roman warrior enters the same square and these units do not defend themselves with the bombardment. It survives and now there are six units on the square, 1 roman warrior and 5 resistors. In my next move, I declare war on Rome and attempt to destroy the warrior. My 5 resistors bombard me, and the warrior defends as well. After the battle, there are still 6 units, 1 Roman warrior and 5 Celtic resistors. And I can move these resistors like they are still under my control. With a city inplace, these units respond differently. When the Roman warrior attack, the city is always razed, and the units convert into enslaved workers. Perhaps I am doing something wrong. Could someone enlighten me on this? Also, how if at all, can ya make civ-specific armies? http://forums.civfanatics.com/showthread.php?t=88949 Finally screenshots: Last edited by ocedius; May 26, 2004 at 05:46 PM. |
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#2 |
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Master Trainer
Join Date: Apr 2004
Posts: 237
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Re: Rogue/Traitor units?
Hi! Any unit with a defense of 0 can be captured. The Romans did capture your Resistor I and i think as a result they are bombarding you back. That explains it all. As for civ-spefic armies i don't know how! :wink:
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#3 | |
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C++ induced baldness
Join Date: Jun 2003
Location: TX and proud of it!
Posts: 617
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Quote:
Infact if you look at the SS.jpg attachment, you'll see I have "Activate Resisitor" option available. |
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#4 |
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Master Trainer
Join Date: Apr 2004
Posts: 237
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It might be a bug with Civ 3.Maybe the next patch will fix the problem.
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#5 |
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Emperor
Join Date: Oct 2003
Location: UK
Posts: 1,966
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Given that it doesn't seem to be known already and is not really a big thing against the gameplay, I really doubt it...
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