Predator145
King
- Joined
- May 22, 2020
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- 673
How does collateral damage work with a unit's bombard stat? Is it the higher the more likely damage is going to occur or is ROF taken into consideration as well?
Thanks for your help! And sorry if I am mismanaging the threads here; that confuses me more than Civ.As far as I know, none of the C3C naval units has both naval strategies enabled.
The Civ3 AI copes with dual-strategy units perfectly ... erm ... adequately, in the sense that it will decide what it 'needs', consult its current build-list for units with that required strategy, and then (generally) build the best unit that it has available to do the job ("best" generally being measured in terms of highest A/D-stats, and/or lowest[?] shield-cost).With a doubled AI strategy for this unit, it is the question, if this will be used correctly by the AI.
As far as I know, none of the C3C naval units has both naval strategies enabled.
The Byzantine Dromon also has both -- though the Galley doesn't, nor does the Caravel; which is a little odd, since those are the only ships available for all other Civs until Magnetism (but maybe the devs didn't want the AI to waste its shields on weak ships...?).In Conquests I see that the Carrack -- special unit of the Portugese -- has both naval strategies enabled
The Civ3 AI copes with dual-strategy units perfectly ... erm ... adequately, in the sense that it will decide what it 'needs', consult its current build-list for units with that required strategy, and then (generally) build the best unit that it has available to do the job ("best" generally being measured in terms of highest A/D-stats, and/or lowest[?] shield-cost).
However, what the AI doesn't do (AFAIK) is switch a unit's strategy after it's been built, e.g. a Rifleman (which has both the "Offensive" and "Defensive" strategies checked in the Editor) will generally only be used for one purpose (sent out to attack weak units/pillage tiles) or the other (stays permanently garrisoned in the city where it was built). Which means that the AI cannot use its units as flexibly (and therefore as efficiently) as a human would, and over-builds accordingly.
This is correct: A unit marked "A/D" will be built by the AI as being of one class or another, and never changing it, once built.
Only buildings which produce Culture are automatically destroyed when a town is captured, others may survive. And any building (except a Great Wonder) can be rebuilt after destruction (and quickly, even by the AI) — if you make it cheap enough!I've looked around but alas cannot find any topic on "indestructible buildings". I'd like to have some buildings (non wonders) which cannot be destroyed, if this is not possible then some work around.
And what if all 3 buildings get destroyed?The work around I was was thinking of having is a circular building chain to reduce the probability of the buildings being permanently destroyed. As in building A requires building C to be built, building B requires building A to be built, building C requires B to be built. Thus if any of the three buildings get destroyed (A, B, C) they can be rebuilt.
(Sorry but) If you want the building only to be (re)buildable in a certain town/location, then the only way to do this (AFAIK) is to require a particular resource — or perhaps preferably, a unique combination of 2 resources — in the city-radius. But if you're setting up a premade map anyway, then this should not be a problem(?).To be clear I do not want these buildings linked to an advance or resource (some locations space is too tight to fit some special "required" resource in), as I want their locations to be pre determined in certain cities.
Only buildings which produce Culture are automatically destroyed when a town is captured, others may survive. And any building (except a Great Wonder) can be rebuilt after destruction (and quickly, even by the AI) — if you make it cheap enough!
But AFAIK, the only way to make a building completely indestructible, is to give it the ability to allow an increase in settlement-size; e.g. in the epic-game, the Aqueduct allows a non-freshwater Town (Size-1) to grow into a City (Size-2), and Hospitals allow a City to grow into a Metropolis (Size-3). I have never seen either of these buildings get destroyed on capture (the only way to remove them — that I have found — is to raze/abandon the town).
So if you want to keep 'Duct- and Hospital-type improvements, you could have your indestructible building require one or the other of those as a prereq, and give it the same "Allows Size-X" flag.
If you want a building to be exclusive to a particular tribe(s), then you can also achieve that by assigning it to a non-researchable, non-tradeable "Era-None" tech which is only known to that tribe(s), and/or by requiring a specific government which only that tribe(s) will use (however, this latter only works if the tribe only knows one government). And you can then dictate when that building gets built (or can be rebuilt), by giving it a prereq (e.g. building or resource) that will not be revealed until later in the game.
And what if all 3 buildings get destroyed?
Though I would be very surprised if your suggested circular building-prereq chain is allowed by the Firaxis Editor (I know for a fact that it does not allow circular unit-upgrade paths).
(Sorry but) If you want the building only to be (re)buildable in a certain town/location, then the only way to do this (AFAIK) is to require a particular resource — or perhaps preferably, a unique combination of 2 resources — in the city-radius. But if you're setting up a premade map anyway, then this should not be a problem(?).
I mean, I've been playing Civ III near-daily since 2009, and Complete since 2014, mostly epic games on Small–Large random maps, and the number of games which have 'allowed' me to build the Iron Works (requires Coal + Iron in the radius) — when it was actually worth my while to do so — is still countable on one hand!![]()
To build naval units (or a Harbor), a city must be coastal; that is, it must be adjacent to saltwater (a water-tile providing 1 food per turn). Obviously the world-ocean is always salty, but landlocked water-bodies are only considered salty by the game engine, if the 'lake' contains >20(? IIRC) water-tiles in total.What determines a city's ability to build naval units? Does it have to be so many water tiles connected to the city? Is it possible to enable cities deep inland to build naval units if the city is essentially canal'd to by a bunch of cities that connect the ocean to the lake?
Ah, so probably I'm actually using 256 resources already and that last resource I added made it 257, thus will hang things up.There is a limit of 256 resources in C3C.
In addition to the limit on resources (256 possible, 32 of which can be Lux+Strat), there is also a hardcoded limit on the number of possible buildings (including Wonders) which can be included in a .biq, which is also 256 (IIRC).I'm trying to add some buildings to the mod I'm working on, I've successfully added them and tested them in the game (they work as they should, civipedia entry, build icons work everything). . . however should I close the editor the buildings I added are gone (no longer in any of the cities, no longer as a building I can choose). I feel like I'm missing something.
I'm trying to add some buildings to the mod I'm working on, I've successfully added them and tested them in the game (they work as they should, civipedia entry, build icons work everything). . . however should I close the editor the buildings I added are gone (no longer in any of the cities, no longer as a building I can choose). I feel like I'm missing something.
In addition to the limit on resources (256 possible, 32 of which can be Lux+Strat), there is also a hardcoded limit on the number of possible buildings (including Wonders) which can be included in a .biq, which is also 256 (IIRC).
Is it possible that your added buildings have exceeded that limit?
It could be as tjs282 stated above, Post#720 but I am wondering if you are switching between two different Editors. Otherwise, I need more specific details.
Thank you guys very much, that was the problem; the mod already has 256 buildings (weird how it would allow me to add the building, save and play the game with said building though).
There are two building which I am no longer using so I can delete them to allow my own building(s). However, this brings up a new problem, deleting these buildings (they are half way down the list) will throw off any buildings which have been preselected and are below those deleted buildings on the building list. (To avoid confusion see below)
Building list (with preselected buildings BEFORE delete)
Building A <--- I select this building
Building B
Building C < XXXX --- I don't need this building
Building D
Building E <--- I select this building
Building F
Building list (with preselected buildings AFTER delete)
Building A <--- I select this building
Building B
Building D
Building E
Building F <--- this is now the building selected (I wanted building E)
The mod has the maximum 512 cities, also I'm not sure if it just drops down by the amount of spots being deleted (to be honest I'm worried it will mess up all pre selected buildings), also I'm not sure what happens to the building if lets say I had selected "Building F" (presumably there would be no selected building). The building pre-selections can be unique for numerous cities, as such I'd have to go through each and every one painstakingly. Is there any way around this?
Please for the love of God and anything remotely good in the world tell me there is a way around this problem (I was more or less done modding this last night and ready to play, now there is probably a weeks worth of work at least, aghhhhh)!