Planes are not Combat Units!!! Is this a G&K change?

whoward69

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WTH?

Code:
> for pUnit in pPlayer:Units() do print(pUnit:GetName(), pUnit:[COLOR="Red"]IsCombatUnit[/COLOR]()) end
 WorldView: Warrior	true
 WorldView: Guided Missile	false
[COLOR="red"] WorldView: Bomber	false[/COLOR]
 WorldView: Battleship	true
[COLOR="Red"] WorldView: Jet Fighter	false[/COLOR]
 WorldView: Lancer	true
 WorldView: Missile Cruiser	true
 WorldView: Submarine	true
 WorldView: Scout		true
 WorldView: Work Boat	false
 WorldView: Worker	false
 WorldView: Settler	false

Is this new or have I just never noticed it before?
 
I don't think Promotions and Traits depend on whether a unit is a Combat Unit or not, they depend on Combat Types.
 
WTH?

Code:
> for pUnit in pPlayer:Units() do print(pUnit:GetName(), pUnit:[COLOR="Red"]IsCombatUnit[/COLOR]()) end
 WorldView: Warrior	true
 WorldView: Guided Missile	false
[COLOR="red"] WorldView: Bomber	false[/COLOR]
 WorldView: Battleship	true
[COLOR="Red"] WorldView: Jet Fighter	false[/COLOR]
 WorldView: Lancer	true
 WorldView: Missile Cruiser	true
 WorldView: Submarine	true
 WorldView: Scout		true
 WorldView: Work Boat	false
 WorldView: Worker	false
 WorldView: Settler	false

Is this new or have I just never noticed it before?

IIRC it was already the case pre-patch .674
 
In which situations it's important which units are Combat Units?

Is anything important in a game?

But it does explain why Fighters, Bombers, Missiles and Nukes group with Settlers, Workers and Great People in various parts of the UI (which is just "plane" weird - ha ha!)
 
In which situations it's important which units are Combat Units?

Not many. Combat Units are not automatically captured/destroyed when you enter their hex; air units, settlers, and workers are. (The "capture" of a Worker is actually the destruction of the old unit and creation of a new one, as specified in a certain XML entry in the units table.) There's also the stacking, assuming that you can get an air unit out of a city (i.e., basing on a carrier); being a non-combat unit means there's no stacking issue with your carriers.

Other than that, most of the combat-vs-noncombat (support/maintenance rules, etc.) are handled through separate XML tags. AFAIK, the only way the game decides what qualifies as a Combat Unit is, simply, whether the unit has a nonzero <Combat> value; giving a Combat value to a worker or settler unit, for instance, automatically switches its classification to a Combat Unit, with all of the stacking issues you'd expect.
 
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