jlvfr
King
- Joined
- Jul 26, 2007
- Messages
- 982
Wow, so many posts on a Monday !? Garfields you are not...
Well... let's see...
Work... or Civ3... work... or Civ3...

Wow, so many posts on a Monday !? Garfields you are not...
@Konig Marcus
And with posts like those above made by mscaevola, the whole thread must be close to a book, sizewise!
Maybe you have a very good point there, if Rome start falling, no need to further accelerate her decline. I like what you suggest: what we need is a stronger (not more units, maybe more HP and attack) triple alliance of barbarians, but no more enslavement for their hordes to counterbalance this.
Cimbri, Teutones.... : I just checked the editor. They are support-free units that are spawned once by a wonder (migration helvetica, incurso cimbrines, incurso teutones) that is buildable between 100 and 50 bc. Everything is correctly done and the wonders should be built by Galla, Germania, Transalpinii, but the problem is the unit is HN. And, as we all know, the AI seldom handles HN units well. I know I have never seen any of these units in my games, except in the 100bc biq where one is spawned just north of one of your cities in Gaul. My guess is the AI builds the wonders and then sends the units out where they are killed by the numerous units of the other civs. If we want them to work correctly, we shoud make it so only Galla can build them, and only in the south, in order to give the units the best chances of wandering into Roman land. Opinions ?
König Markus on page 188 said:Hey guys, the Kimbrii and Helvectii units must be changed!!
I've played the 100BC-scenario in which the Gaul Celts have these units in the beginning.
And now, meanwhile these units conquered almost all conquerable cities of the Germanics (without declaring war on the Germanic due to the hidden nation of these units) and destroyed and conquered Raetia.
Even for me it's hard to destroyed them without an army.
I've been experimenting on how to get the AI to perform how I want it to, and have found that using an impossible resource is the best way. For those that are new to modding/don't understand what I mean:
You need one resource which allows uber-units (like a 98 attack unit), but which is revealed only by the 'trash-can' (unresearchable) tech. The tech can never be revealed, thus the resource will never be discovered and you will never have to face the uber-unit. BUT, the AI can see the resource even though it can never research the tech that enables it to see this resource - this is one of the cheats that the AI gets in civ 3.
The AI, despite not being able to use the resource in question, will be drawn towards the resource. I've found that the AI will defend squares that have these resources in a very determined fasion, and believe that they will beeline to take the squares too if they are at war with the civ that holds them. Hope this all makes sense.
If there ever is another patch then I suggest experimenting with this to 'encourage' Hannibal' towards Rome. This mod already has the impossible resource and trashcan techs necessary to make it work, so lets plonk one of these resources next to Rome and see what happens. It's got to be better than watching Hannibal wander around neutral Gaul.
BTW, hello everyone, old and new.![]()
I promise this is it from me for now, unless someone has a question.
The AI, despite not being able to use the resource in question, will be drawn towards the resource.
I suppose the goth cities you have have been obtained by treaty?
I'll have to have a look when I get back from work tonight, you may be right. I'm not sure that the settings on Hannibal are correct to make this work though. I'll report back.I think the hannibal unit needs Capua resource which is positioned below Capua, so the original Hannibal is drawn to Capua by the possibility to build new ones (at least in theory).
So the hidden resource will be called 'Brains'. Excellent idea.First thing that poped to mind: zombies lurching forward, going "bwains... bwains..."
I gotta stop watching so many B movies...![]()
Indeed. Pls see my detailed post (I attack Goth, eliminate 200+ units, then sign peace and get four cities, while letting Germans finish them off. The original idea was to get Roxoloani, eliminate the nasty 99 unit, but they would not give it up. I think that in a few turns they would have, as they already said 'close to a deal", but I got bored with destroying them).
The Capua resource doesn't do the trick right now, as it is only linked to a not so wonderful wonder (delicti capuae).
Hi Pink.Hi Keroro, good to see the old guard still stand by. Thanks for the advice; if this could help guiding our good AI friend to do something meaningful with its HN units, it would be great!
I am not Sure how hannibal stands now, ideally, if he can be made buildable with the Rome resource, good. If Rome falls, it is gameover anyway.
EDIT: or should it be a resource not under a city for the trick to work?
I can see the benefit of it, but i consider this an exploit, which i'm not using. There is a reason for cities that can not be conquered.
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Interesting, because I've never thought of this an exploit. I thought that the impassable terrain was there so that one cannot attack the cities directly, not to be prevented from getting them in negotiations. It was inconsequential, anyways, because the game was to be won shortly. It was more of a victory lap and creating a new and unusual picture.
That said, my approach is to follow the rules as set by the originator and the subsequent changes by the development community. I figure that their collective wisdom is much better than my own rules. Let me overreach and say that it relies on the legal philosophy begun with the Romans. There is a law (game rules), and it should be followed. If there is a legitimate loophole, use it, and pretty soon the legislature (RFRE community) will close it. Beware of those who create their own laws - even the most well intentioned ones can turn bad. It's actually easier with a computer - in real life there is interpretaion of the law and the need for enforcement, and here the computer simply doesn't let you commit an ilegal act. For civ3, or any other program for that matter, is limited, a clear posted list of rules by the RFRE community is an acceptable alternative, but then we wouldn't need impassable terrain to begin with, would we?
Then, there are personal morals, of course. I did question my decision to stay in Triumvirate too long, and not to build nasty wonders on time (although this can also be cured by new rules). IMHO, getting barbarian cities in exchange for peace did not fall into this category.
Finally, it's only a game, so whatever pleases a player, that's fine. It's good to hear different opinions.