Hidden Nationality Units

The Kaiz

Chieftain
Joined
Nov 8, 2005
Messages
18
If you flag a unit that has the variable civ color on it as a hidden nationality unit, will this color show anyway?
 
Balthasar, have you seen Rhye's mod/tutorial for custom civ colors? He made some nice multi-color effects by playing around with the palettes.

Yes I have. I plan to study that some more soon. I tried it once, but it didn't seem to have much effect I probably did it wrong. What I'm thinking of is a palette like the one we used to use when building SCURK buildings for Sim City, where certain colors would 'blink' when the building appeared in the game, so that you could do, for instance, building signs and stop lights. I don't think you can get there from here with a pcx palette unfortunately, but I keep thinking that the pcx format must have at least one bug I can take advantage of: I just haven't found it yet. I'm learning new things I can do with GIMP every day.
 
Not sure the game palette can be altered where it will Blink but it can be changed to show different colors.

several years ago there were people making what was termed "City Units". I made many of these as well and still have them.
Many uses and possibilities. This "unit" is a pre-placed unit that is a City and a Unit all in one animation so the Default animation appears to be a City and the Attack has a unit Pop out to attack the same as it would in a normal City. The Death is animated where the Unit dies the same as it would then the City can be animated to Crumble away as part of the Death just after the unit dies all in the same animation. This can then expose some resource or thing that can be placed on the map under this so called City Unit.

Interesting things can be done with this technique such as a Monument or just about anything one can think of could be a unit pre-placed on the map and the attack could be what ever desired or no attack. Could have water flowing from a Fountain as the constant default and no attack. When the Fountain is attacked, the Water could stop flowing and the Fountain crumble.

These "City Units" are set as Immobile so they stay put where placed on the map and they can be set to belong to a Particular CIV or set with Hidden Nationality or as another CIV.
These Units will be attacked by any enemy CIV so thought has to be given to any attack or death situation. Something like a stop sign with a light could be animated where the Light changed from Red to Green over the long Default animation for example.
 
Vuldacon that is the crux there palettes as well as other pcx files are still not animation files like a flc. In order to achieve what Balthasar wants the game coding would need to be changed.
 
Vulcadon,
That City Units idea is very intriguing! You say you still have some.
Have they ever been posted? Can I get them here somewhere?
If not, would you consider posting? I would really like to explore this for a scenario I'm working on.
 
Azmorg... No, I never uploaded any of them...mainly due to my slow connection.
I made several "City Units" that were to be part of a Scenario that I was helping a Guy with but he never completed it.
I still have them on CD and they are a combination of the normal CIV III Cities and various Units. I have some that change with the Era as well.
I animated the Deaths so the Unit Dies first and then the City Crumbles.

Because the City Units need to be Pre-placed on the map in a game, I did not believe they would be wanted or used so much as a "normal" unit, so I was not motivated to upload any of them with my slow connection at the time.
City Units can be used as another CIV if wanted too. Many possibilities if given some thought.
...send me your E-Mail address in a PM and I will send you an example to take a look at.
 
Vuldacon, I did think of that. My only worry in that regard was that putting too may flics into the game would slow the game down, or does that only apply when they move? Do immobile units slow the game down? One would think that giving a (well, I guess any) unit 0 defense and making it surrender like a worker would essentially make it neutral so that it wouldn't "die", it would just "surrender" to every unit that comes by, ensuring that a stop light would remain "alive" throughout the game. Come to think of it, the "surrender" could turn the light green. . .
 
One would think that giving a (well, I guess any) unit 0 defense and making it surrender like a worker would essentially make it neutral so that it wouldn't "die", it would just "surrender" to every unit that comes by, ensuring that a stop light would remain "alive" throughout the game. Come to think of it, the "surrender" could turn the light green. . .

One of the backsides of the city-unit idea is, that it must be the strongest defensive unit inside the city. Otherwise the city wouldn´t be shown in stacks of units. Therefore the use of "defence zero"-city-units is limited.
I experimented with them too, long ago and found better solutions.

Ekmek published a lot of city units here:
http://forums.civfanatics.com/showthread.php?t=68489

But Vuldacon, nevertheless I´m also interested in your city units. :)
 
Balthasar... an immobile Unit does not slow the game as one that can move and generally, there would not be many Pre-placed units of this type anyway.
IF you make a Stop Light a Unit, you would not need to set CIV Specific Colors for example but it will be attacked or captured which might appear strange at best. The Stop Light could have a Blinking Red Light for the default and turn Green for its capture animation. Set as Immobile, no matter who owned it, it would not move. However, what happens if this unit is in another CIVs territory and they demand you move it? Because it is Immobile, you could not move it and then it would be moved automatically and there it would set again. This is a Problem concerning "City Units" unless set as Barbarians and then all CIVs go after it. This can be a Good thing but depends on how one uses it.
 
Note: You could set a Stop Light with Hidden Nationality and 0 Attack/Defense to prevent death or from being captured. The situation of it being detected and your being asked to move it would continue to be problematic unless you place it in an area that is not and would not be occupied by any CIV.
 
Just a passing thought, don't even know if the light bulb (idea cartoon) is lit.

What about setting it as an immobile princess type unit? AI would still go after it, but it wouldn't be destroyed, and I think maybe they'd just capture it rather than demand its removal.
 
Haven't tried setting the "City Units" as a Princess. That may work as well.
One thing I see concerning Hidden Nationality and 0 Attack/Defense is other Civ units tend to go to the tile where the unit is and this covers the unit. This happens even if the Unit is set as invisible. The Reason is because Hidden Nationality is the setting the game uses for Barbarians. The AI Knows where Barbarians are and goes after them as we all have seen in the CIV Game.
The covered unit situation would probably be the same for the City Unit if it is set as a Princess because the AI would want to move it for the Points but it would be immobile so they would probably stay on top of the unit in the same tile.
 
If it's immobile & on a pre-placed map, maybe it could be combined with either LM Terrain or a special resource (with bonuses set to 0) with similar appearance & offset enough to still show under a unit, the way you can see the grassland bonus behind a worker.

Edit: Airfields would be the perfect solution if animation wasn't required. Then workers could build "traffic lights".
 
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