Teleport Question

Gary Childress

Student for and of life
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I've been playing around with the "teleport" function in the cracked civ editor and it seems that units flagged as "immobile" cannot teleport.

Is there any way to get "immobile" units to teleport. My thought being that I could teleport short range fighters (which are not carrier capable) overseas to represent them being transported by ship. :confused:

I checked around the forum on the teleport function and didn't see any mention of its effect on "immobile" units like air units.
 
I believe that teleporting costs a movement point, and counts as having moved 1 square...

Also, I dont know if youve read this or not, but DO NOT use improvements as teleporters...it makes a city undefendable (as a teleporting unit can capture without fighting the defending units)

I tried to use teleport to redo the Startgate scenario, and couldnt really get it locked down...good luck...
 
I have a lot of Civ specific units in this mod. If I flag them to only teleport to Civ specific buildings, then I don't think it should be a problem. In other words, only an American P-51 or other US plane would be able to teleport to an "American Assembly Facility" or something along those lines. No other Civ's units could use the "American Assembly Facility" to teleport in. At least if I understand the way the teleport function works, that should be the case.

Unfortunately I'm not having much luck with getting "immobile" units to teleport. If I could, it would solve the problem of getting short range, non-carrier capable American aircraft across the Atlantic to fight in Europe.

I guess if worse comes to worse Civs will simply have to do all their overseas fighting with Navy aircraft.
 
If I flag them to only teleport to Civ specific buildings, then
...

if the AI has ANY units with teleport and capture, they will caputure any and all cities they can teleport to...I have tested this with only land units however, not Air units (since they cant capture)...

I would just unflag "immobile" and give no movement points to the unit...that should take care of that...At least I would think
 
Teleport only works for certain units and certain telepads as I understand it and as I have tested it. If a building is flagged as a "legal" telepad for a particular unit, then it can't teleport to any other telepad. If a Marine can teleport and is given the "Type 1 Telepad" as the only "legal" telepad, then the Marine cannot teleport into a "Type 2 Telepad".

If there are two civs, say the US and the Soviet Union, and there is a US Marine and a Soviet Marine, you can rig it so that US Marines can only teleport to US telepads and Soviet Marines can only teleport to Soviet Telepads. I would think that would solve that problem.

Also I can't enter a movement of "0". The editor won't accept "0" as a number of moves for a unit.
 
No movement points means no actions unfortunately... Because they also cost movement points.

Don't know how this will work though. Maybe Immobile means immobile, override all other commands. (except for load apparantly, but that causes crashing.)
 
Maybe create an immobile unit that can be built in a city to act as the telepad?
A bit of a long way round, but it seems like a logical solution to me.
Then again, my logical solutions often have drawbacks, but...
 
Maybe create an immobile unit that can be built in a city to act as the telepad?
A bit of a long way round, but it seems like a logical solution to me.
Then again, my logical solutions often have drawbacks, but...

I tried making a Bomber a telepad for a fighter and then tried to teleport the fighter to the city which the bomber was in and no luck there either. But as soon as I take "immobile" away from the fighter I can teleport it.

I think maybe I'll just have to accept that there isn't a solution to the problem. I may just end up letting carrier capable units do all the overseas fighting.
 
That's because I didn't do any experiments on them. ;)

Thanks for the info though. (Though before adding to it, what were the exact flags/abilities of the units you used?)
 
That's because I didn't do any experiments on them. ;)

Thanks for the info though. (Though before adding to it, what were the exact flags/abilities of the units you used?)

I don't remember all the flags I tried, however, I started out with the basic "Fighter" unit and all its default flags and simply added the Teleportable tag to it and then gave it the "Barracks" as the legal telepad destination. That didn't work, then I tried making a bomber a telepad for it and that didn't work either. As soon as I took off the "immobile" attribute alone, the "Fighter" would then teleport to a city with a barracks. When I placed the "immobile" attribute back on the fighter it would no longer teleport as before.
 
Why Not just use Rebase for Aircraft to go to another Building? Why "teleport"?
...in the case of "Immobile" as it relates to Aircraft, that just means it cannot move outside the "City" as land units do. It "Flys" for Bombing and Attack Missions then is back inside the City when that is completed.
IF Air Units that are flagged as Immobile have this Un-Flagged, they can leave the City but ONLY a Human can use them because it is Hard Coded that all Aircraft are Immobile and the AI does Not "understand" how to use them if this is removed. This also leaves those Air Units vulnerable to any Land Unit. They are easily Killed.
 
The aircraft in question have very short ranges 4-6 squares in most cases. I need a way to get them from one continent on a world map to another. Rebasing works on a multiplier of 6 so unless another base is 36 squares or less away the planes won't make it. If I could set the rebasing multiplier manually that would be great but I don't think there is a way of doing this.

Also I have these planes toggled so that they cannot be loaded on carriers because only certain carrier aircraft will be allowed on carriers.

Therein is my dilemma. :(
 
I see... well, you could increase the ranges if that would get them where you want them but that would change the aircraft power. What is the Average distance between your Continents? You may be forced to have to establish a base on closer Continents in order to Rebase to Others.
 
I'd like to be able to get US fighters from the continental US to Europe. I think I can work around it, however, maybe by placing US bases in Canada, Greenland, Iceland and then the human player will at least be able to finagle it. However, it would probably be very doubtable whether the AI would utilize it.

EDIT: The closest distance between the US and Europe is over 50 hexes.
 
I'd like to be able to get US fighters from the continental US to Europe. I think I can work around it, however, maybe by placing US bases in Canada, Greenland, Iceland and then the human player will at least be able to finagle it. However, it would probably be very doubtable whether the AI would utilize it.

EDIT: The closest distance between the US and Europe is over 50 hexes.

Technically during the second world war US fighters were unable to fly direct from the US to Europe (England) requiring intermediate stops. The question is of course how well the AI will use it.
There were two primary ferry routes: the shorter northern route up through Nova Scotia, Iceland, Greenland and then England, or the longer southern route.
Miami, to Puerto Rico, to Trinidad, then to former British Guiana, and on to Recife, Brazil. Then we took the long hop to Ascension Island in the middle of the Atlantic, on to Freetown, Sierra Leone; next to Marrakech, Morocco; before heading north to England.
 
I believe you can depend on the AI to use the Rebase to the Closest base IF the Air Units are needed there and after that, if they are needed farther away, they will probably Rebase them again and so on but the AI will not "think" to use several Bases and several turns to get the units to an Ultimate destination in the first place. Humans, sure, AI, No. The AI may still manage to get the Aircraft to Europe but it will be much slower than a Human.

I think using a "work around" by placing bases where the Aircraft could Rebase a few times to finally make it to Europe would be your Best solution...for Humans anyway.
Perhaps you could make a Wonder that when Built in Europe would produce the Desired Aircraft at a fast rate (1 per turn). You could Pre-place the Wonder or Wonders and make it or them only available to a particular CIV or CIVS. When they Capture the City or cities, the Wonder or Wonders start making the Aircraft or Aircrafts. This could be explained in the Civilopedia as the Aircrafts being transported if you want...just name the Wonders something fitting. You could also set up Resources that allow Wonders to be built and only available to particular Civs. Then when they build a City, they could build the Wonder and you could set it low cost to build fast.

There are other ways as well but I am not sure of the details of your Game. Things such as Can New Cities be Built or is everything pre-placed, etc... Is it a Scenario?
 
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