Renegade unit: Attacks building civilization

ocedius

C++ induced baldness
Joined
Jun 27, 2003
Messages
617
Location
TX and proud of it!
I posted something like this a while back. Worker units with hidden nationality, 0 defense, 1 attack, and defensive bombardment cannot be captured, but may occupy the same square as the rival. Has anyone witnessed something along these lines?

It would make for a great addition. Preplaced terrain-colored barbarian units that can't essentially be destroyed except late in the game and even then by being bombarded with lethal-bombardment artillery.

Any comments?
 
I don 't think thats possible, Ocedious
 
Actually, I am playing a mod right now and thats exactly what going on. The Suspicious forest units are chinese with the same attributes I mentioned. My roman warrior is standing on the same tile as them. I have very successfully used this in my mods by creating a unit called resistor. He has these attributes: modern worker .flcs, available with nationalism, attack 4, defense 0, 4/0/1 Bombard and hidden nationality.

This makes capturing cities a pain-in-the-ass, and mine or the AIs.

The gifs should explain what's going on.
 

Attachments

  • a.GIF
    a.GIF
    52 KB · Views: 147
  • b.GIF
    b.GIF
    65.7 KB · Views: 149
  • c.GIF
    c.GIF
    41.1 KB · Views: 125
  • d.GIF
    d.GIF
    35.5 KB · Views: 229
  • e.GIF
    e.GIF
    38.5 KB · Views: 118
continued with last image:

The unit appears forest unit is invisible because I have used blank.flc for this. Actually, I have been using this type of unit for the Ai for some time. It appears invisible and you'll step on to the tile if you don't observe the small white hyphen /bar for the units.

They bombard defensively, and lethal if you want it. Makes a nifty addition.
 

Attachments

  • f.GIF
    f.GIF
    47.9 KB · Views: 130
  • g.GIF
    g.GIF
    131.1 KB · Views: 86
  • h.GIF
    h.GIF
    78.4 KB · Views: 94
Yes, but the problem is the type of unit you create can sometimes backfire on you. Resistors are simple. Cost 1 population, 0 movement, ZOC, defensive bombard, basically footunits that can't leave the city.

But these ones I am working on now are meant as dangerous enviornment units. They attack sometimes if you give them a bombard range of 1, but are impossible to kill since the game engine doesn't attack them. Bombards' the only way to deal with these and occassionally that too fails.
 
So what, if anything, do these units do if they're immobile in a city? How does it damage the enemy?

A few other questions:

Can you increase the Attack strength to above 1?
Can this unit still die when attacking?
Does invisible nationality have to be active?
 
Dom Pedro II said:
So what, if anything, do these units do if they're immobile in a city? How does it damage the enemy?
With ZOC, they attack units in a city's proximity. I have seen the AI build this and use it in my mods.

Dom Pedro II said:
Can you increase the Attack strength to above 1?
Yes. Resistors are just one example. I am still guaging the AIs use of these. Another unit I have observed is the Khmer warrior (using the jomon warrior .flcs) It has an attack of 1 and a defensive bombardment. And it works very very well. Another is the Indian Thuggi/spy/robber type unit. It attacks and occupies the same square.

Dom Pedro II said:
Can this unit still die when attacking?
I have yet to see this happen. However there is atleast an exception to this rule. If a unit is inside the city and you attack the city and the city falls, the units disappear. I posted this as a possible bug sometime ago, but got wrapped at the university and lost track of the thread.

Dom Pedro II said:
Does invisible nationality have to be active?
Yes. If not, the unit is attacked like anyother unit and is killed because they keep attacking/defending till one of the rival dies out. Usually this is the resistor.
 
Another odd thing about these is if you have units with these attributes outside a city and an enemy is also on the same tile. For say 3 chinese resistors on a hill with a roman spearman. If a chinese archer approaches the hill tile, the resistors actually bombard the archer and then the spearman picks him off. The units treat the parent civilization as if it were the enemy. When the roman spearman moves away, they treat the parent civilization as a friend again :eek:
 
This is the weirdest thing I've heard of. Obviously a bug, but if it does not lead to game crashes, it could be handy in fantasy mods (lethal forests, swamps etc., perhaps...).
 
Goldflash said:
I don 't think thats possible, Ocedious

Yes it is. A 0 unit with Hidden Nationality can't be destroyed. In fact, it can share a space with another civ's units. The problem with this is that having that unit in another civs territority will draw quite a number of that civ's units to that location to try and destroy it. That allows the human player to draw off a sizable portion of an enemies forces to wherever he/she wants. In short, it's an unfair exploit that I don't think should be used.
 
Willem said:
Yes it is. A 0 unit with Hidden Nationality can't be destroyed. In fact, it can share a space with another civ's units. The problem with this is that having that unit in another civs territority will draw quite a number of that civ's units to that location to try and destroy it. That allows the human player to draw off a sizable portion of an enemies forces to wherever he/she wants. In short, it's an unfair exploit that I don't think should be used.

I have tried this and it doesn't draw any unwarranted attention because it has no defense. I mean 0 defense. It will not attract any units, becuase the AI doesn't consider it as much a threat as a defense stat unit.

In addition the AI will build these (if you'll check the post about resistors.) Its an exploit that the AI uses. It has used it against me several times. Crazy, but true. :crazyeye:
 
That is interesting... and even if it did draw off AI, hopefully at the very least you could make it invisible (Does the bastid AI know where invisible units are to attack?) and use it on landmark terrain.
 
I am suspicious about AIs and its knowledge of terrian/units. I have seen romans build a road to a mountain next to a city in BA, only to have the mountain tuen up iron whne they discover IA. Not to mention irrigation without a river in the Ancient era.

Invisible is a good idea, but fit for hostile/defensive terrain. This allows the AI to see units, but it can't do any thing about it. Other than bombard the hell out of them .. or use a cruise missile :mischief:
 
Dom Pedro II said:
Does this work for water units too? Because subs may at long last be useful! :p

Checked it out this morning. Yes it does. A sub that is hidden nat. Defensive bombardment/ 0 defense, and unfortified, may share the same square. Fortified, it is destroyed. Smae as the land untis.

The Cruiser in Egyptian, the Sub is Roman :)
 

Attachments

  • sub1.JPG
    sub1.JPG
    35.6 KB · Views: 162
Back
Top Bottom