Mac Civ III Editor Help Questions

Gottesfreunde

Chieftain
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i would like for my air units to sink ships and destroy units on land. Does anyone know if selecting Lethal Land Bombardment and Lethal Sea Bombardment will interfere with the air units being able to operate?

i would also like to allow my ships to destroy units on land, since they can sink ships it would appear that lethal sea bombardment would be already selected, but it does not appear to be. Selecting that and Lethal Land Bombardment--will this interfere with my ships being able to function?

Finally, setting a unit on "Blitz" allows that unit to attack once per each movement turn. i would like for most, if not all of my units, such as aircraft, ships, and other units, to be able to attack more than once per turn ( i hate traveling across the entire globe only to use my unit once before it is trounced upon by hundreds of other units after getting one attack in). Setting these units on blitz (understanding, of course that ICBMS, Cruise Missiles, and Nukes should only attack once) will not lead to any undesired effects on those units?

Thanks in advance for any help with these questions. i don't want to make these modifications and be on my third day of playing the game only to find that my ships are flying and my airplanes are acting like ICBMS.

:crazyeye:
 
1 Giving them Lethal land and sea bombardment will be fine. The unit should work as usual.

2. Giving most units the blitz is fine- you might just want to lower the movement of ships first, and give them "treat all terrain as road" instead. If they have too many movement points, they'll be able to attack/bombard too many times. Giving them all terrain as road gives them enough movement, but also fixes the bombard problem.

You also have to give air units more than one movement to be able to "blitz" with them.

Remember guys. Use this thread for questions about how to do stuff; use the other thread for bugs and bug related help.
 
i am finding the help file to be a little confusing. in the world properties tab, map size, i want to change the tech rate. Essentially, i want to make tech progress slower. Does a higher number make tech go slower, or does a lower number in the tech rate box make it go slower?

The help file reads: "Determines the global technology research rate for all cis playing on a map of the selected world size. The larger the world, the more cities can be built, therefore civilization advances can be more quickly discovered. Generally speaking, larger maps should have higher tech rates. The standard 100 X 100 Civ III world size uses a tech rate of 120"

Now, why can't this just simply be straight forward, like, "if you move the number up, it will take longer to discover techs, if you move it down, it will take less time" rather than give me this useless lesson in Civ III map crap?

So, does anyone know the answer?
 
Whoa, hold on a sec! where in the editor can we make units have lethal bombardment, D&G? Either you're mistaken, or, the more likely scenario, is that I'm still too drowsy from waking up 15 minutes ago. :crazyeye:
 
Originally posted by elpadrino87
Whoa, hold on a sec! where in the editor can we make units have lethal bombardment, D&G? Either you're mistaken, or, the more likely scenario, is that I'm still too drowsy from waking up 15 minutes ago. :crazyeye:
If you check the "Custom Rules" section, it will enable the "Units" editing option. On the bottom left corner there is a window for "Unit Abilities." If you scroll all the way down, you'll see the option for "Lethal Land Bombardment" and "Lethal Sea Bombardment."
 
yea, i just found it. thanx ejday. crud, my mom needs to use the phone. Oh well. :( :cry:
 
This may be a little off subject, but i've been browsing the forums for a good solid couple of hours now (:o), and i have found people apparently thanking Brad for a 10.1 fix, but i haven't been able to locate a 10.1 fix. I've been out of the loop for a few days (went to the KMEA conference in Wichita, KS), so i haven't been able to keep up on these things. Is there a 10.1 fix? :undecide:
 
Anyone know what "world seed" is in the editor when you're generating a new map?
 
Scratch that last question, kinda figured it out. But another question has arisen: What exactly does the special ability "stealth" do? What would it do for a land unit, would that work at all? I'm trying it out for a special ops unit, since in the real world, they can sneak into enemy territory entirely undetected, although sometimes they might be found out. I'd rather not choose invisible because I'd have to make another improvement or unit that could detect it. I'm thinking about stealth because in the manual, it said that the stealth aircraft had a chance of being detected and destroyed. Anyone have an idea?
 
Originally posted by elpadrino87
Scratch that last question, kinda figured it out. But another question has arisen: What exactly does the special ability "stealth" do?

It allows you to select a specific target within a city to bomb. As opposed to just bombing a random target.
 
Dojoboy, I think that's 'precision bombing', which you get with the tech 'smart bombs'. I know that stealth aircraft can execute these kinds of bombing runs, but my main question was what were the effects of stealth on a land unit?
 
Change that "...were..." to "...would be..." :crazyeye: I remember reading in the manual or in the civilopedia that a stealth aircraft had a smaller chance of being shot down during a bombing run on a city that was protected by another aircraft. I'm just not sure if the programmers made the unit special ability 'stealth' just for the stealth units that would be in the original game. Do you guys understand my question, or should I slow down, think about my question, and rewrite it so it'll be more clear for everyone.
 
I'm not sure, since it depends on how air defenses and fighters are hard coded, and if the hard code is included in land units. I like the idea of making the spec/ops unit invisible.
 
Hopefully Brad will stop by; he might have some input.

It makes sense for the special ops unit to be invisible, that's their goal, to go in undetected. But on occasion, they do. If I made them have the unit special ability 'invisible', which subs have, then I'd have to create other units or improvements, which would be a hassle. Not exactly timewise, but gamewise, because it would be pretty annoying to have to build units or improvements just to be able to detect them, which in turn would defeat the entire purpose of invisibility. I'm definitely ranting on a lot right now, aren't I?

But that brings me back to my point, since in Civ III stealth aircraft can be shot down, since they aren't 100% undetectable( there's probably some percent that it'll be detected and killed, i'm guessing).
 
Stealth decreases the chances of the aircraft being intercepted (not sure of the exact percentages; but it's not that much of a difference). Stealth has no affect whatsoever on ground/sea units.

You can't really build a specific improvement to detect invisible units, IIRC. To balance that out, you could make it that they don't have too large of an attack/defense, or just make them pillagers, etc.
 
Are you positively sure, D&G? I was hoping it could be applied to ground units, especially since you just proved that improvements couldn't be made to detect invisible units(what was i thinking?).

Those are some good suggestions though, I'll probably lower the the fighting values a bit, although I'll miss my idea of having a hoarde of units sneaking into enemy territory and completely disabling the enemy(pillaging resources and fortifications, kinda like what their doing in Iraq now) and then sweep in and knock out the oppenent in a matter of turns. Thanks for the help.
 
Yup, I'm positive. All it does is decrease interception chances.

Just thought of something else, after reading another thread. You could build some "counter units" for them, that can detect invisible (kind of like AEGIS cruisers detect subs, etc). That way, you can actually hunt them down.
 
Does anyone know the answer the my previous question? If you move the number up does it take longer to discover techs, or does a lower number indicate longer to discover techs.

Additionally... i have never been able to use precision bombing. When i click on the tab to precision bomb, it just bombs as usual, i don't get a list of things to bomb... am i missing something?
 
Originally posted by Gottesfreunde
Does anyone know the answer the my previous question? If you move the number up does it take longer to discover techs, or does a lower number indicate longer to discover techs.

Additionally... i have never been able to use precision bombing. When i click on the tab to precision bomb, it just bombs as usual, i don't get a list of things to bomb... am i missing something?

The higher the percentages, the faster the tech rate.

Precision bombing rarely comes up in my games. But, a friend was having the same issue on his PC version of Civ3 (1.29f).
 
The higher the number, the longer it takes. The lowest you can have is 0, which is the same as for a tiny map (makes sense, right?).

Percision bombing doesn't let you choose the target. All it does is instead of being able to bomb units/population, it will only bomb improvements in a city, I believe.
 
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