Hidden Nationality

Nimai_R

Chieftain
Joined
May 17, 2006
Messages
94
Location
Toronto, Canada
Hum hum! Ilove this thing, but it seems if you attack a person with it they become cautious to you despite diplomatic relations? Does this go away after awhile?
 
I don't recall that being the case, and if so it is a bug. The AI should view HN units as basicially barbarians.

Yet, the barbarians attack them???

I really enjoy Hidden Nationality element that has been added to the game. It does take some getting used to and you tend to lose a few of your Hidden Nationality units as they are killed by civs you are at peace with.

But, I never figured out why barbs attack HN units.

PS. Getting the Wonder that lets you build Hidden Nationality units can change the game around, especially late game (marathon setting) when you can start producing Hidden Nationality Tier IV units and send them off to attack other civs without having to declare war.

It is great in late game as the AI goes wild with Defensive Pacts!
 
Other civs may not know whose civ those units belong to, but they know they aren't theirs. The barbs are the same way and they are more than happy to attack HN units.
 
Last night a pirate ship attacked one of my cities (I suppose by mistake when moving). It was kind of amusing since there was a settler inside (so I could see who the owner was). The only problem with HN is the movement. I've lost sometimes a full stack of HN units because they moved from one point to another through a well defenced city (so they died).
 
I think it would be a decent balance change if hidden nationality units couldn't attack cities. It would solve some of the movement issues and glitches, anyway.
 
I think it would be a decent balance change if hidden nationality units couldn't attack cities. It would solve some of the movement issues and glitches, anyway.

I agree with this as I have lost many HN units moving them a distance with the mouse only to have them try to go through a city where they are killed. However, I do like having the option of strong HN units being able to attack AI civs in late-game to get around the Defensive Pact Lockup that IMO destroys many late-games. I want war dammit!

Also, in the bonehead department, from time to time I try to move one of HN units on a tile occupied by one of my own nationality units. The result, of course, is that one or the other dies. Stupid!
 
I agree with this as I have lost many HN units moving them a distance with the mouse only to have them try to go through a city where they are killed. However, I do like having the option of strong HN units being able to attack AI civs in late-game to get around the Defensive Pact Lockup that IMO destroys many late-games. I want war dammit!

Also, in the bonehead department, from time to time I try to move one of HN units on a tile occupied by one of my own nationality units. The result, of course, is that one or the other dies. Stupid!

Why should defensive pacts stop you? If you want war, you'd better be ready to accept WAR!!!
 
Also, in the bonehead department, from time to time I try to move one of HN units on a tile occupied by one of my own nationality units. The result, of course, is that one or the other dies. Stupid!

What's this? Your HN units get killed by your own units?

I'm confused, I never saw that happen to my summoned (HN) tigers.
 
What's this? Your HN units get killed by your own units?

I'm confused, I never saw that happen to my summoned (HN) tigers.

My either. i've kept pact of the nilhorn hill giants in stacks with my attacking forces, and nobody died. (save for the enemy of course, but who cares about them)
 
He means that his HN units took teh "shortest path" through an enemy city, which of course got them killed.

He said that in the first paragraph though. The second paragraph sounds like he's talking about his own units killing his HN units...
 
I know it sounds crazy, but I have had it happen - it shocked the hell out of me too!!!

But, think about it...

If the unit is Hidden Nationality, why should it differentiate between landing on a tile with your unit or another civ's?

The same for having a HN on a tile. The enemy doesn't know the nationality but attacks all units that it knows is not its own nationality.

Yikes, I'm confusing myself now!

Maybe there was another civ's unit on the same tile as mine and THAT unit killed my HN unit.

Sorry about that....
 
I know it sounds crazy, but I have had it happen - it shocked the hell out of me too!!!

But, think about it...

If the unit is Hidden Nationality, why should it differentiate between landing on a tile with your unit or another civ's?

The same for having a HN on a tile. The enemy doesn't know the nationality but attacks all units that it knows is not its own nationality.

Yikes, I'm confusing myself now!

Maybe there was another civ's unit on the same tile as mine and THAT unit killed my HN unit.

Sorry about that....

Yeah, an HN unit should never attack your own units. But if there was another civs units in your stack it would have attacked that.
 
Yeah, an HN unit should never attack your own units. But if there was another civs units in your stack it would have attacked that.

What about in the case that you have a unit automated. Like you summon a tiger with a druid and send it out automated. If you build a hidden nationality unit and then move it out of the city wouldn't the tiger see it as an enemy and attack it since theres no way for it to determine its true nationality?
 
What about in the case that you have a unit automated. Like you summon a tiger with a druid and send it out automated. If you build a hidden nationality unit and then move it out of the city wouldn't the tiger see it as an enemy and attack it since theres no way for it to determine its true nationality?

It shouldn't:

Code:
bool PUF_isEnemy(const CvUnit* pUnit, int iData1, int iData2)
{
	FAssertMsg(iData1 != -1, "Invalid data argument, should be >= 0");

//FfH: Added by Kael 09/11/2006
	if (pUnit->isHiddenNationality())
    {
[b]        if (iData1 != pUnit->getOwner())[/b]
        {
            CvPlot* pPlot = pUnit->plot();
            CvCity* pCity;
            bool bBypass = false;

            if (pPlot->isCity())
            {
                pCity = pPlot->getPlotCity();
                if (pCity->getOwner() == pUnit->getOwner())
                {
                    bBypass = true;
                }
            }

            if (bBypass == false)
            {
                return true;
            }
        }
    }
//FfH: End Add

	return atWar(GET_PLAYER((PlayerTypes)iData1).getTeam(), pUnit->getTeam());
}

iData1 is the owner of the unit so the bolded line checks to see if the owner of the unit is the same as the owner of the unit it is considering. If it is it treats it as if hidden nationality wasnt in effect.
 
equipment(like the orthus axe)
i would assume this will be implemented by having a barbarian equipment "unit"
using the opposite of hidden nationality.(is not enemy or we,)
 
equipment(like the orthus axe)
i would assume this will be implemented by having a barbarian equipment "unit"
using the opposite of hidden nationality.(is not enemy or we,)

Probably. 0 movement, capturable, etc etc.
 
Also, in the bonehead department, from time to time I try to move one of HN units on a tile occupied by one of my own nationality units. The result, of course, is that one or the other dies. Stupid!

I think he referes to following:
you have for example 3units without hidden nationality and one with.
You want to get you units in position near the borders to start a war.
You forget one of your units is hidden...
You put them all in one stack, end turn.
Suddenly 500+ units attack your poor hidden unit (okay slight exaggeration)->
one unit less (I always loose my priests that way after i build the council wonder).
 
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