Heretic_Cata's All in One Mod - Expansion

I've also been meaning to ask a question about Armies in your mod. If I make an army out of a unit that has bombardment (def. or off.), does the Army itself still have bombardment? Or would it get the special movement abilities of its individual units? For the first one, say an army of Occultists, would it keep their off and def. bombardment abilities? Or if I made an army out of ninja's, would it still get the ability to move over all terrain as if it were roaded? I actually had the opportunity to make one out of occultists at one point, but decided against it because their lethal land bombardment was too fun (and valuable to lose), especially with three of them in one are at the time.

No, units lose all their attributes when you throw them into an army. Once in the army, they only lend their health bar to the army, and engage in combat as they normally would. Armies also claim a maximum movement per turn of one more move than the slowest unit in the army. So, if you have a Knight, an Medieval Infantry, and a Calvalry in one army, your army is going to move 2 squares each turn, because the slowest unit in it is a Medieval Infantry, which only moves 1 per turn. 1+1=2.
 
I've also been meaning to ask a question about Armies in your mod. If I make an army out of a unit that has bombardment (def. or off.), does the Army itself still have bombardment? Or would it get the special movement abilities of its individual units? For the first one, say an army of Occultists, would it keep their off and def. bombardment abilities? Or if I made an army out of ninja's, would it still get the ability to move over all terrain as if it were roaded? I actually had the opportunity to make one out of occultists at one point, but decided against it because their lethal land bombardment was too fun (and valuable to lose), especially with three of them in one are at the time.
Technically this is not a question about my mod. These rules are hard-coded and apply everywhere. :(
Cheezy has the answer right. :)
It looks like the game designers made the armies only to be used as brute force. Kinda like in RL. :D
I've been kicking some serious butt :king: throughout the game, but have only been playing on Warlord (?--the second level up) to get a feel for the various new buildings, units, etc. I've built or captured just about every WW so far up to Hoover (and just started on crash site research for my UFO!!).
Well, gotta go!!
I'm glad you're having fun. :) I mostly play on the 2nd and 3rd difficulty levels also, but that's because i'm a noob. :D
 
just so you know, im pretty sure that armies lose bombardment but DO keep terrain bonuses like the ninjas or martial artists have. also, i have had armies of marines that have amphibiously attacked cities and stuff before. we should explore the capabilities of these armies, ie paradrop, etc. (oh and also, they DO enslave what the ARMY itself is set to enslave, though im not sure if they enslave what the units are set to enslave as well but my guess is they dont)
 
just so you know, im pretty sure that armies lose bombardment but DO keep terrain bonuses like the ninjas or martial artists have. also, i have had armies of marines that have amphibiously attacked cities and stuff before. we should explore the capabilities of these armies, ie paradrop, etc. (oh and also, they DO enslave what the ARMY itself is set to enslave, though im not sure if they enslave what the units are set to enslave as well but my guess is they dont)
I do remember amphibious armies ... :hmm:
There has to be a thread about what tags exactly are armies keeping. We can't be the first people who asked this ourselves. :crazyeye:
 
yeah we arent. i know that when i worked on RFRE we discussed this a bit. so Scipio's legion (an army) had amphibious, Caesar's legion (army... all these will be for the post) had All terrain as roads, consular armies had no blitz so they couldnt attack 2X even though they were armies, and i forget what Trajan's legion did, but point is they can have most of the tags... but no bombard. if you find a source for this let me knwo cause im curious too
 
yeah we arent. i know that when i worked on RFRE we discussed this a bit. so Scipio's legion (an army) had amphibious, Caesar's legion (army... all these will be for the post) had All terrain as roads, consular armies had no blitz so they couldnt attack 2X even though they were armies, and i forget what Trajan's legion did, but point is they can have most of the tags... but no bombard. if you find a source for this let me knwo cause im curious too

Are you sure you didn't make individual units for each one? You know, a unit for Trajan's legion, and a different unit for Caesar's legion, and a different one for Scipio's legion? Because if you did that, then you could flag them with whatever you wished, be it bombard or all terrain as roads or amphibious or stealth or whatever. The point is that the abilities of a unit IN an army simply do not matter.
 
Are you sure you didn't make individual units for each one? You know, a unit for Trajan's legion, and a different unit for Caesar's legion, and a different one for Scipio's legion? Because if you did that, then you could flag them with whatever you wished, be it bombard or all terrain as roads or amphibious or stealth or whatever. The point is that the abilities of a unit IN an army simply do not matter.
That is how armies are handled in RFRE, yes.

I'm know that some unit flags will be retained when they are put in an army, but I'm pretty sure that paradrop is not one of them.
 
As expected, it seems Firaxis decided to make several tags be kept by armies and some tags not. Of course they didn't tell us which is kept and which not. It's not like people will actually mod this game and ask themselves these questions ...
 
Just had another thought on this whole Army/flag retention question while out walking my dogs and pondering the mysteries of CivIII... :rolleyes: :blush: :D

I wonder if they would keep the "hidden nationality" or "invisibility" flags? :hmm:

...and how could you tell if they did? It's not like the AI is going to say..."I don't know you're there 'cuz you're invisible, but you're a ninja army and I's a simple spearman, so I won't attack you anyways, but it's not because I can see you, 'cuz you're invisible, if you know what I mean..." :mischief:

Is there any way to look at what an actual unit in a game is flagged with in the/an editor?

Just wondering....


(and for further info about the dogs and the weather :) )
Spoiler :
I have 2 dogs, Goldie, a yellow lab mix, and Ginger, a Siberian Husky with a lot of attitude :lol: Here in Deland, Fl, it's 55 degrees (colder by 10 degrees than the last month), not a cloud in the sky, and a beautiful 1/2 moon hanging over the trees. Dogs chasing the lizards, thoughts of CivIII floating through my head, alternating with thoughts of the Gators repeat championship....a very nice night... life can be very good at times!!! :) :smug:
 
Just had another thought on this whole Army/flag retention question while out walking my dogs and pondering the mysteries of CivIII... :rolleyes: :blush: :D

I wonder if they would keep the "hidden nationality" or "invisibility" flags? :hmm:

...and how could you tell if they did? It's not like the AI is going to say..."I don't know you're there 'cuz you're invisible, but you're a ninja army and I's a simple spearman, so I won't attack you anyways, but it's not because I can see you, 'cuz you're invisible, if you know what I mean..." :mischief:
Heh, the invisible army does seem hard to check. But for hidden nationality it's easy. The only problem is, i don't remember which units in my mod are hidden nationality but not invisible. :crazyeye:
Is there any way to look at what an actual unit in a game is flagged with in the/an editor?
Yup, in the editor -> units tab -> lower left.
Just wondering....
(and for further info about the dogs and the weather :) )
Spoiler :
I have 2 dogs, Goldie, a yellow lab mix, and Ginger, a Siberian Husky with a lot of attitude :lol: Here in Deland, Fl, it's 55 degrees (colder by 10 degrees than the last month), not a cloud in the sky, and a beautiful 1/2 moon hanging over the trees. Dogs chasing the lizards, thoughts of CivIII floating through my head, alternating with thoughts of the Gators repeat championship....a very nice night... life can be very good at times!!! :) :smug:
Sounds great, I love huskies. :)
 
Long game for me, but after 5 tries, killed everone off !!:king: It was fun, limited the winning to either total victory or space, had 7 parts built, but I couldn't get discoveries so, down to 10% research , 90% happyness and armies everywhere. :cool: :scan: Only thing I hated was 9 pop to built one engineer.:cry:
 
hi New to this forum dl the game and patch but I having two problems the great archtiet and great artist dont work and I try to steal tech game locks up
 
hi New to this forum dl the game and patch but I having two problems the great archtiet and great artist dont work
Welcome

What exactly doesn't work at the great architect and artist ?
I don't think they give any errors crashing the game, so i'll tell you how you can use the great architect and great artist.

Great architect: He doesn't have any special button or smthing - it's impossible to add one to the game.
However if you dismiss him over a city that is building an improvement you will get it done in one turn. :)

Great Artist: You can't use your own artist to get culture. You have to capture an enemy artist or get one through trade. When you'll have an enemy artist, you can use the button "Cultural Exchange" over a city to get culture.
So you can't do very much with your own artist. You can trade him. :)
In order to trade your artist you must take him to your capital. If you have artists in your capital, when you enter diplomacy you will have the option to trade them for stuff.
and I try to steal tech game locks up
Does it exit without an error ? Or does it give a "The game will now exit error" ?

If it doesn't have an error then i'm afraid i can't do anything. :( But i remember i used to steal techs from other civs without a problem.
Oh, one important thing - did the enemy civ have any techs that you did not know ?
 
well thanks for explaining everything for me I am bad about dling a mod with out throughly reading everything thanks:goodjob:
 
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