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Cracked Civ3ConquestsEdit - v1.22 2016-10-05

i know the link doesn't work!
if you want the editor write me an e-mail or send your address via PM

Mendax
 
Has anyone managed to get any results with the Charm ability? I have it enabled, but I'm not getting any button and after several battles in Debug mode, it doesn't seem to do anything.

The Teleport does indeed work though. I haven't tried it against an enemy city yet, but I can't teleport to a friendly one. I'm not really sure what value this would have in a mod/scenario; it seems to me that it's more like a glorified Airport. The only difference is that a teleportable unit can do so while in the field. I didn't get it to work with a unit as a telepad though, only a city improvement.
 
Gramphos said:
I think that Charm is related to city bombardment (as buildings can have charm resistance)

Therefore my best guess is that it might improve the chances of cultural conversion to you if you bombard a city with charm. However, sush a thing is hard to try out.

But when you have the Charm ability enabled, the bombard option disappears. So it's only the values that are related.
 
Grandmaster said:
Has anybody been able to make units teleport to cities, using a City Improvement rather than a unit?

Yes, I added the General Telepad function to a Temple and was able to teleport my Warrior unit to another city instantly. Perhaps the range was to low in your test.

Also, has anybody been able to find a way to teleport units to another civ's city? I don't expect this to be possible, but somebody raised the idea of weapons trade, and I guess that's how you'd do it (if it's at all possible.)

I tried it with a friendly city and wasn't able to. I haven't done a test with an enemy city though.
 
I have uploaded it to the download page a while back here.

More information on the new stuff (and old stuff) is located in the "Da Rules - Explained" thread.
 
I believe the "Charm" option works in this fashion: When a unit has the Charm option enabled along with Bombard option enabled, when attacking an enemy unit it will turn that enemy unit. IT will act like your unit for a short time before reverting back. During this time you can menuver this unit until it reverts back. Not a permanent conversion.
 
(8-year thread-necro notwithstanding...)
When a unit has the Charm option enabled along with Bombard option enabled, when attacking an enemy unit it will turn that enemy unit. IT will act like your unit for a short time before reverting back. During this time you can menuver this unit until it reverts back. Not a permanent conversion
No, that's not what Charm does. What it does is to change the way bombardment works.

A normal bombardment (as programmed via the standard Editor, and used in the epic game), if successful, will remove hitpoints from only the topmost defending unit (up to the limits of the bombing unit's rate-of-fire, and/or lethality).

Conversely, a successful Charm-bombardment will temporarily -- for the remainder of that particular turn -- halve the D-value of some/all of the units in the defending stack, making it easier to kill them using followup attacks. A unit with the 'Charm attack' ability therefore also requires a full set of non-zero Bombardment (B/R/F) stats, in order for Charm to be used.

However, Charm-bombing only works on units in the field: units defending towns are immune to it. Since the cracked Editor also shows that buildings can be specifically set as 'Charm-barriers' -- but towns without such buildings are still immune -- this is something of a bug, strongly suggesting that Charm was only partially implemented (which is presumably why these options were left hidden, in the standard Conquests Editor).
 
(8-year thread-necro notwithstanding...)

No, that's not what Charm does. What it does is to change the way bombardment works.

A normal bombardment (as programmed via the standard Editor, and used in the epic game), if successful, will remove hitpoints from only the topmost defending unit (up to the limits of the bombing unit's rate-of-fire, and/or lethality).

Conversely, a successful Charm-bombardment will temporarily -- for the remainder of that particular turn -- halve the D-value of some/all of the units in the defending stack, making it easier to kill them using followup attacks. A unit with the 'Charm attack' ability therefore also requires a full set of non-zero Bombardment (B/R/F) stats, in order for Charm to be used.

However, Charm-bombing only works on units in the field: units defending towns are immune to it. Since the cracked Editor also shows that buildings can be specifically set as 'Charm-barriers' -- but towns without such buildings are still immune -- this is something of a bug, strongly suggesting that Charm was only partially implemented (which is presumably why these options were left hidden, in the standard Conquests Editor).
That makes no sense. Does not sound like Charming a unit. I will experiment with it further. As in other games Charm works as I described it. Good explanation though. I will look into your solution further. Thanks for the reply. I'm sure there are others that would like a definitive answer as we do.
 
Ahote, what tjs282 was writing makes a lot of sense, as it is our current knowledge about the charm attack. There is to add that charm attack is not working against sea- and air units.
 
@Ahote you might well be right that Charm works differently in other (Civ?) games, but what I described is definitely how it works in Civ3 Conquests/Complete.

If you are interested in trying it out for yourself, I would recomend to install @haluu's total-conversion epic fantasy-mashup mod "Tides of Crimson", which makes substantial use of the Charm ability (and which I helped playtest). The main thread is here:

 
Roger, Roger. I will implement Charm the way you guys have. Thanks for your help.
 
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