Upgrade unbuildable unit?

In my experience, human player controlled hidden nationality units can't capture cities. AI controlled hidden nationality units can do it very well thank you. And they can capture workers and stay stacked with them so you can't attack them without declaring war.

And the warrior/workers: you could make the "clear wetland" animation their attack/defense--swinging away with a machete. These would be "hardy workers," I guess, and cost more shields. How far off is this from reality?

As for a UN unit, why bother to upgrade? Why not just have the UN make a hidden nationality, maintenance free, 1 attack Mechanized Infantry every turn? Except the UN should be buildable only by a Democracy government, not a Republic type government, so if you went to Republic the UN would stop working until you switched back to Democracy.
 
aaglo said:
I'm not sure if the attack = 0 would work. I've heard, that for the unit to be able to defend, it must have attack value greater than zero (I haven't tested it myself though).

That is totally not true. My Makou cannon has 0 attack and 30 def, and in a playtest session, I lost 2 advanced Airships attacking a city that had a Makou Cannon defending it (and that was AFTER bombardind said city with my own makou cannon first).

And for a good example of the king Upgrade, just open the Sengoku conquest file and look at the various Daimyo units. If I can get custom gfx for my king units in the FF mod (i.e Rikku for Al Bhed, Squall with his gunblade for Garden, etc), I'm planning on doing something similar so that by the end of the game, if one's playing Regicide, the King for each faction would be one of the strongest units there is (to kind of represent how your typical level 99 three person Final Fantasy party could easily take on the entire military of a RL third world country).

Tholish, about the hidden nat. land units, I've noticed the same thing. What I do if an AI captures my workers with a HN unit is send my own HN units to take the workers back, then drop a normal defensive unit on the workers so the AI can't then re-take them.
 
Oh, I just remembered as I was looking at this thread again, if you want to remove some of the worker abilities to one of your worker units (like slaves, you can make slaves unable to build colonies for instances), you'll be unable to set the worker AI strategy. But you can still make the AI use them, like the Legionary in conquests, but in order for this to work, the slave unit must have the offensive ai strategy, if it has defensive only it wont work.
 
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