Has Anyone Ever Figured Out How "Charm" Works?

There are a couple of old threads that laid it out. Cannot recall the thread titles or who wrote them. Of people around currently Quintillus may be the best bet for info. IIRC he looked at possibly implementing charm in his editor.
 
I have some special units (some with hidden nationality and/or invisible, but not artillery strategy) with charm attack, and the concept works. They have bombard activated, rate of fire, bombard range and bombard strength > 0. It seems that higher bombardment strength increases the chances of a successful charm attack (I call them "Propaganda attack"). When these units perform "bombardment" they actually attacks the defense strength of the target unit(s). A random number of units in a stack will be affected, and their defense strength is halved for that turn. Further attacks against an already affected unit have no effect. Unfortunatly, I have never seen AI use charm attack.
I believe I used Quintillus' editor to activate charm attack. If you edit a unit with Firaxis' editor, there is a chance that charm attack capabilities (if any) will be deactivated for that unit.
 
Ozzy, you can find a short summary about my knowledge here: https://forums.civfanatics.com/thre...ts-now-available.377188/page-53#post-15283315

Charm attack for Siege Engines can work. In Anthony Boscia´s scenario 'The Third World War 1989' you can see some units with Charm Attack in action. Charm attack for Siege Engines can work.
It would be fantastic to use Charm Attacks for siege engines, and for Charm Defense to apply solely for City walls, although this is predicated upon a perhaps faulty recollection that Charm enabled attackers only attack Charm enabled defenders ... ? Also, @Jorsalfare mentioned that (just as I recall being the case with so many features) the AI can't use it. On a brighter note, @AnthonyBoscia ´s scenario is one of many I've been hoping to get around to; perhaps I'll PM here ...

... But this " @Civinator " function is new to me. Might I ask how this works and what it does? :old:

-Wizard@:Dz
 
Well, if it doesn't have a "Civinator-function," it should! - And, of course, TY for pointing me to that thread. It's a bit humbling, after being away for 3-1/2 years, to begin a mod, full of Grand Ideas,and realize how much I've forgotten, especially after I spent so many years testing and documenting this wonderfully crazy game.

I've also only just glanced at the first few entries in tom2050's thread, but this did leap out at me: "Destroying City Buildings - It seems Charm artillery pieces WILL NOT destroy a city building UNLESS a building with Charm Barrier is present in the city! Then it will destroy all other buildings 1st, and will destroy the Charm Barrier building last." I'd hoped (mis-remembered?) that a Charm attacker would target Charm defenders (like, City walls) first. It's a shame, especially given how many fine siege units are out there.
 
But this " @Civinator " function is new to me. Might I ask how this works and what it does?
Assuming you mean tagging any CFC-user's nickname (not just @Civinator! ;) ) with an '@'-symbol, it prompts CFC to notify the @'d user (via e.g. their Alerts-list) that they were mentioned in a post. It's mainly useful for informing a CFC-user (who is not already contributing to the current thread) that they might be interested in doing so.

In my view, using this function is also a matter of courtesy: it lets people know that they are being talked about, and who by.
 
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