happy monday everyone
got all the tech assignments done this weekend, save for the last naval units that haven't gone in yet (commonwealth). started giving cities pre-placed buildings. US side done. i also added in the 'king' units into the files and spent a good deal of time researching the nuances of the regicide and mass regicide game modes for civ3. it is a little convoluted imo and the designers left some things on the table (what else is new?). however, i think i have a scheme that will work and sort of snuff out the issues that are attached to the un-modded regicide modes. of course, all alpha atm. but here's what i got:
each side will start with a few king units, somewhere between 2 and 4 (roughly). US and Japan will get more to start, probably 4. additional king units can be had as well, all by way of the battle created unit (ie no army units in this one). i was going to tag japanese fleet carriers with the king flag but i am not gonna do it right yet. want to try and keep king units as land units for the time being. i may try it out (carriers as kings). but not yet. each pre-placed 'king' will essentially be a great military leader. now, this is a little confusing since GMLs are what is spawned on the lucky elite unit victories. so i wrestled with the semantics some over the weekend. anyhow, navy, air force, army, and one extra one for the heavyweights (probably the emperor for japan and oppenheimer for the US). i've been going back and forth in my head re pre-placing these king units or to allow the game engine to randomly place them. leaning towards placing them myself to avoid any possible quirks. so each faction will have these special units on the map to start and will have to protect them as part of the mass regicide mode. lose all of your king units and you're done.
now, onto the shortcomings of the regicide mode. many of you know how it works : the AI will not use king units in the manner in which we all wish it would. the AI hunkers them down into the capital and puts hordes of units in there to protect them. the king units never leave, really. this and the fact that king units are at the 'bottom' of the stack, always. so this is sort of annoying and predictable.
to try and get around this, the annoying king unit behaviors, i'll try the simplest solution available : remove the 'King' AI strategy trait in the editor. i'm almost positive that this is what makes the king units behave the way they do. and if i remove it, and sort of treat it like a regular ground unit (with a/d values and most importantly, the offense and/or defense flags), we may be on to something
it's all a wip. so nothing is set in stone. i just want to try and find a way to make it work, make it simple and not over-thought, and to get around the shortcomings of the programming. wish me luck