How do you keep the AI from attempting to load an immobile unit onto a ship?
When you're editing the immobile unit's stats, you just have to uncheck "Load" under unit abilities, that way it's not able to be loaded onto a ship/army.
How do you keep the AI from attempting to load an immobile unit onto a ship?
Or you make give it a transport capacity, so it cannot load in anything, and you make it "transport foot only" and "transport missile only", so it can in fact transport nothing.
Yes, that's right, you cannot check the Offensive/defensive AI strategy if the load is unchecked.
Actually, my editor doesn't have this limitation... But I don't know if it works in game. So if someone wants to test it in game, go ahead.
The AI aren't great at using artillery full stop really. I'm not at all sure that the AI would use an immobile unit to actively bombard enemy units.
It might look a bit strange - but some of the unit creators might be able to provide workers with a reasonable attack animation. I think that a few of Plotinus' workers might already have that in fact. Otherwise you could maybe use the boiling oil unit anim as the worker's bombard anim (for the ancient and medievil ages) and use one of Wrymshadow's modern worker unit anim's for the modern age. They should look just fine.
What really surprises me that I just know realized that units without the load option could still be transported if they sacrifice one turn to board the ship outside the city or from any coastal tile by moving! For all these years I thought load option could enable/disable if any naval transport is possible for the unit. For the immobile artilleries of course this is not a scenario, but it really surprised me. You can't have an untransportable landbased unit unless you play with the foot unit / missile unit flags.Not that I couldn't live with this limitation (I have plenty more which I am needed to so this is just an icing on the cake), but well...
You can increase the defense of the city as a whole (with different values for different city size), but this bonus doesn't depend on the number of building.
Or you can modify the effect of building individually (like bonus for walls).
However, the defense against bombardment (IIRC) means the building will "disappear" when the city reaches size 7. Why is it not an option in the editor? Because Firaxis sucks at designing games.
This is rather new. I wonder if AI takes adventage of this. Anyone noticed if AI actually picks up units from not-city tiles ?
I've noticed AI uses immobile artilery units outside the city to bombard. Maybe it will use them if they are inside city too, then ? Maybe immobile flag does the trick ?
I got defensive towers in my mod. Immobile units with high bombard, high defense, high HP, high cost(shields & pop), labled as artillery units (so that the AI actually builds them but only in important cities). Not exactly what you were looking for i think ?Moderator Action: Discussion part moved from the request thread
I'm looking for ways to increase the defensiveness of early wars in my scenario because it was too easy to conquer another civ early on in the game, but I don't want to simply up the defense of early units (I did that too, but it's kind of mundane, I want something new). So this was my idea, if you have an immobile cannon in the city it makes it very difficult to beseige because it will fire on you each time you attack the city, and it will fire on any units in the tiles immediately in front of the city during the enemy's turn.
This makes it pretty hard to assault a city, as it should be. However I am aware that it could get out of hand, so I'm experimenting with ways to limit the emplaced cannons to certain cities (IE Mother Country/Core cities) and making them expensive enough to make the player choose between spending shields on offense, expansion, OR defense. I'm thinking perhaps it's only possible to build emplaced cannons if your city has built a foundry, which is only possible with metallurgy...I don't know, any ideas on that front?
You could also have certain cities be able to build a building which auto-produces immobile sea units (which can be done in any city, coastal or non-coastal) and give them bombard. They will bombard the crud out of anything that comes within range (give them whatever graphic you wish). These can act as many things, castle archer towers, dug in artillery, etc... since the unit is a sea unit, land units won't need to fight each one, they can't be captured, but are simply destroyed when the city is taken (same as a ship)... so it may not make it overly powerful, but keep your bombard going in a city that is being besieged. And the AI always makes 100% use out of bombard capabilities of ships, whereas land artillery may/or may not bombard units within range.
Tom