Double Your Pleasure

hi,

this thread is 105 pages long for me, so sorry if this has already been discussed... I searched the civ3 forums for "bombard and archer and computer" and well this thread came up, but I can't search in a thread, and all these pages... too much!

So my question: how well does the AI use the bombard ability of missile units? Is the AI not using it at all? Or is the AI overusing it instead of attacking?

Thats all, thanks
 
Stainz and RobO: The bug with the cultural victory icons is actually a Firaxis bug - it was messed up with 1.29f - I discovered it some weeks ago (that might be what you're referring to RobO) but it hasn't been in a patch yet, as I forgot it when we released 0.87 :blush: ... it will be fixed in the next version though - trust me.

About the civilopedia - well if you have too much time on your hand Stainz, I can't stop you, but you should know that the version of the civilopedia you will be modifying is rather old compared to the one I have ready for the next patch, so it might be a waste of time to start up on that right now.

Tech Blurbs are in the Script.txt.

smellymummy: this is actually a thread for a modification to Civ3, so we probably have absolutely no idea how things work in regular Civ3 :) Try asking in the General Discussions forum - people who play regular Civ3 hang out there - or so I hear...
 
the reason I asked here Isak, is because the DyP mod gives the bombard ability to missile units (for example archers). Or was this removed?

Anyway I was hoping someone played this mod and could let me know how the AI used this ability:

1- only uses archers/etc for bombard only
2- never uses the archers/etc new bombard ability
3- A mix of both, leaning more on #1
4- A mix of both, leaning more on #2
5- Perfect use and balance

And I agree I could ask on the general forum, but the default rules doesn't give bombard ability to these units. So I'd probably end up being directed to ask the question here :)
 
smellymummy: Oh sorry, I misunderstood your question - I wish I could answer, but we'd better let some of the people who have time to play the mod do that.

I'm sure the rest of the team would like to hear some observations about this too..
 
Ok, got the cd problem solved:D .

Smellymummy: The ai does use the bombard ability sometimes but doesn't seem to do it very often. I've seen it use bombard on all the units that have it though.
 
Except for bombard attack off my coastline the computer
has never really used bombard attacks against my troops.
Also air attacks have been very limited.

I've never seen the computer use modern artiliry at all, not even to mention effectively. They sometimes build a few though for me to capture.

:lol:

Richard
 
The AI seems to be quite limited in it's armed forces. In most of my guns it decides shear numbers are the best... :rolleyes:

Except in the Navy department... people have troubles with that.
But yes, the AI does use the bombard utility on the units it gets, every so often. But not in the sense that players would use the bombard units.

But then again... in every game, there is always a limitation to the AI... it can't think up new things. =) We can.
 
I wonder at the lack of balance in the special units. Frankly any race with a special unit that moves 2 has a tremendous advantage over those who only have one... and let's not start on the English or Americans with their near fatal handicaps. Is this something that the DYP team has considered changing to aid playability?
 
Thanks RobO just found it. It's in script.txt, as you said near the bottom. It's under the heading

#comment ______________________________________________________________TECH BLURBS

for reference.

Another query... I remember someone suggesting requesting a DyP forum so that we can have several threads going at once. I myself would love to see this so we can have strategy discussions, requests, etc. and all so much easier to find. Alternatively, how about a Yahoo! group?

Thoughts appreciated.
 
Sorry just seen Isak's posts answering my question which I just answered. Query about the new forum or group still stands...
 
We're working on the forum issue. Kal-el wanted to wait until we released the next version, but it might be better to jump off now. What do you think?
 
No one happens to have the 0.7.5 - 0.8.0 patch do they? 0.8.0 is as far back as the patches go on the dyp website and its so anoying to think that i will probly have to download the whole 25mb again(on my 56k) because im 1 patch away which is ony probly like 5k. If someone could add it as an attachement if they have it,i would much appreciate it...
 
Nobby, I have four different patches lying around going from 0.76 through 0.80, but two of them are well over 2.5M in size.
 
I've got an idea about the naval problem after looking through the .bic file. Alot of the later ships are not flagged as being 'naval transport' although they can carry a few units. I might be wrong, but I believe that the AI would not use these ships for transporting since they are not marked as being 'transport' and just as 'naval power' in the AI strategies area. So they only build these ships if they feel they need to do naval battles, but not for transporting settlers (for example). But if you mark both 'transport' and 'naval power' to a ship, when the AI builds one of these it would tag that unit as one or the other, not both. So you might have man-o-war that will act like it is a transport and not a naval power. Since it is just flagged as naval power the AI doesn't load units into it (can anyone confirm this?). If that is the case, I think that is unbalancing if we load units into a warship and the AI doesn't.

The good thing is that the way it is now, you don't have a man-o-war dumping one little longbowman on your shores, but instead the AI would build the transports to unload 6 or 8 units (can't remember how many units transports carry), so it is more menacing (if and when they can build transports). The downside is up until they can build transports, they are still using galleys, canoes, and caravel for transporting settlers or units. I guess this is why I always see a galley escorted by a man-o-war when they could have just sent two man-o-war instead.

And the 'transport' ship with the best defense is the galleon which only has a 4 for defense until transports become available and they have a defense of 12. Perhaps there should be a ship somewhere in between (steam power?) with a defense of 8?
 
Our new multithreaded forum home has just moved to here

Please use this forum for DyP discussions.

This site also contains forums for several other Civ3 mods. Check it out :goodjob:
 
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