Not buildable but upgradeable -and a name-problem with the king-flag

Civinator

Blue Lion
Supporter
Joined
May 5, 2005
Messages
10,068
This problen comes with the advanced autoproduction in CCM in many variants:

A superior unit should not been built normally, otherwise the AI would mostly build only that unit. Let´s take the autoproduction of the Tiger I and Tiger II (Kingtiger) heavy tanks as an example:

There is a certain building (per example a heavy tank plant) that produces a heavy tank prototype in a certain intervall of turns. This prototype can be upgraded to several types of heavy tanks, that all have the king-flag (but not the king tactics) among them the Tiger I and later the Kingtiger tanks (for Russia per example it upgrades to the T-35, the KV-1 and the IS-3 heavy tanks, for France to the Char 1B and the AMX 50 and so on).

When the heavy tank prototype is upgraded to the Tiger I tank (or for Russia the T-35) this unit with the king-flag appears with its proper name (Tiger I or T-35 and so on). But when that unit with the king-flag (here the Tiger I) should be upgraded to the next unit with king-flag (in this example to the Kingtiger or the T-35 to a KV-1 for Russia) the Kingtiger doesn´t appear with the unit name Kingtiger (or KV-1) on the map, but with the name of the ruler of that civ. As in CCM all leaders have the name "ruler"the Kingtiger shows on the map as the unit "Ruler".

Therefore the current solution is, that with the appearance of the next unit in the upgrade-line, the old unit dissapears from the building-queue and the old unit cannot upgrade to the new unit with the king-flag.
Another solution in CCM is, that the "base-unit" can only be upgraded to one unit with the king-flag for each civ and the next upgrade is set to a unit that can been built normally again.

Are there any solutions, that the unit 1 with the king-flag (in the example the Tiger I) can be upgraded to the next unit with the king-flag (in the example the Kingtiger) and doesn´t switch its name from Kingtiger to "Ruler"?
 
Chancellor Königstiger of the Germans?

I know that CCM is tight on the 256 building limit, but are there any to spare? I haven't seen a workaround for this problem so can it be avoided altogether? A second heavy tank factory could require a Heavy Tank Factory in the city, and then produce the second auto-created heavy tank.

One thing that I am working on is having leap-frogging units. As an example, during Era 3 Germany can build a tank (PzKpfw IV) and auto-produce a better tank (Panther), with the Panther having better stats. In era 4 they change graphics to M47 and M48, respectively. The M47 then upgrades to the superior Leopard 1, leapfrogging the M48, which in turn upgrades to Leo 2. Etc.

Another thing I am playing with is having weaker units with higher hit points. Eric A uses this to great advantage in 'Hinge of Fate'. So destroyers have low cost, high movement, and one extra hit point, while cruisers have one less hit point, but higher stats, medium speed, higher cost, and bombard. Using the combat calculator I try test games until the AI produces the ratios that I prefer. This allows a mix of AI units without any auto-production.

I also use dirty methods like stealth attack with no stealth attack targets, which the AI values extremely high, as well as blitz for carriers and other booby prizes to trick the computer.

I've beat my brain about this problem too and still can't come up with a better solution. Another disappointment that I know you are aware of involves making a regular unit that upgrades to a king unit. The AI suddenly gains the magical ability to make the king unit everywhere. I tried this with battleships. A Naval Yard small wonder gave the 'Build Army' ability. Then I made an immobile naval transport unit with great capacity, the Army flag, and high hit points that the AI coveted greatly. Once built, the AI would then gladly upgrade these trick transports into battleships just as planned. But only a few turns later, they gained the ability to create the king-flagged battleships in all coastal cities.

I know that you are familiar with these methods but figured I'd post them for anyone reading.
 
The name bug does not appear if you have a non-king unit in the update line.

To supply the KI in my mod with smaller (and anti-submarine) ships I have also added some small wonders for unit production (inspired by CCM by the way, despite I do not really like autoproduction ;) ).

So the "Shipyard (Galley)" builds Galleys as light warship (2/1/3) and their upgrade goes:

Galley (non buildable) -> Ocean Galley (King) -> Corvette (regular) -> Steam Corvette (King) -> Aviso/Protected Cruiser (regular) -> Light Cruiser (regular) -> Modern Frigate (regular)

I have seen no ruler named ships so far.

After Steam Corvette is no more upgrade possible, but one can delay the upgrade and save them for a later tech (I do not see this as cheating, as the KI does this too, but mostly unintendet ;) ).

But in your case this means, that you have to give the KI a stepping stone to massproduce their Tigers...

So I am not sure if you can really use this information.
 
Have you also noticed that if you have a 'Tiger' unit that can be produced, and it also has an available 'King' upgrade, if you complete researching a technology at the same time your 'Tiger' finishes producing, it actually skips the tiger unit and produces the 'king' Tiger 2 upgrade with also the incorrect name?

Since the AI does not build inferior units I was trying to use this as a fix. If the nation was poor, then they would have had Tigers. If the nation was rich they would have upgraded to the better Tiger 2 right after production of the Tiger was done, and all units would have been used accordingly.

The king bug drives me insane sometimes lol. The downside for my tests was that very poor nations were sometimes accidentally getting the better unit without meeting the resource requirement, or gold.

It was about 75% successful though.

Kirejara gives me an idea though.

Civinator what about using a regular unit in the 'King' chain that would upgrade your beloved 'King' units into a regular 'Tiger 1.5' unit that requires 1 shield/100 population, so it could never be built, the AI doesnt get stuck in it trying to build it since it only cost 1 shield, then 1 or 2 techs later you re-enable the 'king' upgrade to the glorious 'Tiger 2' with the actual stat change and everything?

That could work and this would definitely kill the king name bug for sure. I would just make it fun and name the filler normal unit
'Tiger (Upgrading)', make it immobile for 1 tech worth of research, then recommission them with the new mobile, better king upgrade 'Tiger II'.

On the other hand will the bug I first described on the first paragraph apply to this and the AI end up with 100 free Tiger II? Hmmmm
 
I'm still not sure why you guys are experiencing a naming issue. I went and looked at the mod I'm working on now, which has several of these King unit chains, and didn't notice this problem. For example, I have the following basic upgrade chain:
  1. Cruiser Hull - autoproduced, immobile unit.
  2. Armoured Cruiser - Upgrade from Hull, flavored King unit.
  3. Battlecruiser (WW1) - Upgrade from Armoured Cruiser, flavored King unit.
  4. Battlecruiser (WW2) - Upgrade from Battlecruiser (WW1), flavored King unit.
  5. Battlecruiser (CW) - Final upgrade, flavored King unit.
They all had the correct unit names when upgraded and I'm fairly certain there's no special settings that I'm using other than the "King" flag, so I'm at a loss. :dunno:
 
Laurana Kanan, what editor did you use to do that upgrade chain?
 
Laurana Kanan, do you upgrade from any of the intermediate steps or is it just from the hull to the current unit?

The problem belongs for upgrading from one of the intermediate steps to another one of the intermediate steps.

It is no problem to upgrade from the fist (basic) unit that doesn´t have the king-flag to the first possible unit with the king-flag and all intermediate units with the king-flag disappearing from the build-queue (without the special problematic ZergMazter posted about finishing a unit with the king-flag when having discovered a new tech).So:

Heavy Tankprototype (autoproduced unit without the king flag) => T-35 (Russian Heavy Tank Level 1) : No problem
Heavy Tankprototype => Char 1bis (French Heavy Tank Level 1) : No problem
Heavy Tankprototype => Tiger I (German Heavy Tank Level 1) : No problem
Heavy Tankprototype => KV1 (Russian Heavy Tank Level 2) : No problem
Heavy Tankprototype => AMX 50 (French Heavy Tank Level 2) : No problem
Heavy Tankprototype => Tiger II (German Heavy Tank Level 2) : No problem

Upgrading from all these level 1 heavy tanks (with the king flag) to the approbiate heavy tank level 2 of the civ (with the king-flag), per example Tiger I to Tiger II cause the naming problem.
 
Civinator - Standard C3C Editor Version 1.03 and Steph's Editor Version 0.82 depending on what features I'm working on.

Can it be, that Steph´s editor for an unknown reason avoids that problem?

I mostly use C3C Editor Version 1.00 as this version allows scientific leaders, but I also watched the problem when using C3C Editor Version 1.03.
 
Back
Top Bottom