Some Civ Questions

Xineoph

Prince
Joined
Sep 26, 2004
Messages
338
1. What are the Submarines Advantages/Disadvantages? And would they apply to say...and Air Unit? Ground? Sea?

2. What does the Special WW2 AI do?


I think that's all.... for now. -.^
 
Can't answer the other question, but I'll give a shot at the Sub one.

Advantages: They can carry 2 missile units and are technically invisible.

Disadvantages: Slow, can be seen by the AI.
 
Xineoph said:
What does the Special WW2 AI do?

-.^

What do you mean ?
There is no special AI in the WW2 scenario that goes with the game.

Do you refer to a scenario created by a member of the community ?
 
la fayette said:
What do you mean ?
There is no special AI in the WW2 scenario that goes with the game.

Do you refer to a scenario created by a member of the community ?

He's referring to an option in Cheat Mode. When Cheats are turned on, you can select a "Special WWII-only AI" mode.
 
The instruction book says it was there for something in beta testing or something, and if you turn it on, your scenario will "almost certainly" crash.
 
I think it may have been designed to change the way the AI used naval units, but didn't work right and it was too late in the process to eliminate from the final version so they just left it there with a warning.
 
It's never crashed my game before... i've seen plenty of scenarios with that option on, and i've even fooled with it, trying to see what it does.

maybe my computer just pwnz j00 ;p
 
Hey, I seem to dimly recall a screen during set-up which allowed you to view your leader portrait and maybe gave you a description of your civ. I know I remember a portrait for Sacajawea and a mosaic of Caeser, but since I've reinstalled it, I don't see them anymore.

It's been a long time, so maybe I'm wrong, but I thought I'd check.
 
@Xineoph: There has been much speculation about that WWII-AI option. I can't really remember anymore what thoughts people had. But nobody really knows for sure what it does. It should be possible to get some clues by rigourously testing it. E.g. repeatedly play the original WWII scenario with the WWII-AI option turned on or off and record everything the AI does.

@ummmm: I don't know about descriptions or seeing your own portrait, but you can see the other civ's portraits during negotation (if you have the diplomacy screen on).
 
Specialist290 said:
Can't answer the other question, but I'll give a shot at the Sub one.

Advantages: They can carry 2 missile units and are technically invisible.

Disadvantages: Slow, can be seen by the AI.

Duh? If it can be seen by the AI it isnt a submarine. I mean whats the use of building such a unit?.
Seems one more thing that Sid & Co didnt think through properly.

Love to play it anyway though... (but wont be building subs, hehe)
 
Xineoph said:
1. What are the Submarines Advantages/Disadvantages? And would they apply to say...and Air Unit? Ground? Sea?

Has the following effect on units with 'Submarine Advantages/Disadvanatages' flag set:

- Allows unit to carry (only) air units with 'Destroyed after attacking' flag set (i.e. other domain units with 'Destroyed...' flag set are not carried by subs).
- Unit may not attack units on land tiles (applies to all domains).
- Unit receives defense penalty versus other naval units. (Check this.)
- Unit is invisible to rivals until a rival unit 'bumps' into it or a unit with 'Can detect submarines' flag set moves into an adjacent square.
- Triggers 'Torpedo.wav' sound file when attacking.

I've tested this a bit:

- AI sometimes ignores sea units with this flag set.
- AI always attacks units of other domains with this flag set.
- AI has a tendency to keep air units with this flag checked in cities rather than use them to attack sea units.

- Setting this flag and the 'Destroyed...' flag for an air unit causes the unit's base movement points to be 1 (regardless of the value you put in Rules.txt)...so invisible kamikazi aircraft are out...unless you don't mind them being really slow. ;)

(Modders have used this as a "Torpedo" feature in some WW2 scens.)


Note that these effects apply to any unit slot (default Submarine slot has not hard-coded effects AFAIK).

BlackAdder60 said:
I mean whats the use of building such a unit?
Can sink Battleships cheaply and without having 'Automobile' advance. Just build Magellans' Expedition and you will see just how useful subs are.

In my 'epic' game, I added a 'Nuclear Sub' (A/D/M/H/F: 12/8/5/2/3) unit type with 'Detect subs' flag set (unlike the regular Submarine) and 'Nuclear Power' prerequisite to give subs their rightful place as the gods of modern warfare. Made it a little less expensive than Battleships.

With those stats, the AI starts building them as soon as it can thus effectively eliminating Battleships as masters of the seas.

I also added an ambiguous 'Navy Aircraft' (ADM: 8/1/6(2); sub, detect subs) that gives the human player a chance at detecting the AI Nuclear Subs before they get too close and wipe out your whole fleet...or tribe, if carrying nukes.

Those two additions make submarine warfare a little more interesting in the epic game IMO.

[Oh BTW, now that the topic of sub invisibility comes up: I once tried using the 'invisible' flag in ToT's advanced unit section and combine it with the 'submarine...' flag and it not only crashed the game when I started the scen but broke the sprite graphics permanently--had to re-install the whole program. If you have ToT, this is one of those things you don't want to be messing with.]
 
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