Why is domain none making my gunship invincible, when no-one else talks of this prob?

ozza000

Emperor
Joined
Feb 14, 2004
Messages
263
Location
England
This is the gunship unit in my game then when it is invincible. As you can see I have given the unit amphibious promotion as it should have and upped its strenght slightly (as I have done to many modern units). However if I have this unit as domain none as below, it is invincible on the offence, and wins everytime. It beats land units, naval units and air units, taking no damage itself. So, please point out what is wrong with this unit.

Code:
<UnitInfo>
			<Class>UNITCLASS_GUNSHIP</Class>
			<Type>UNIT_GUNSHIP</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_HELICOPTER</Combat>
			<Domain>NONE</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<Description>TXT_KEY_UNIT_GUNSHIP</Description>
			<Civilopedia>TXT_KEY_UNIT_GUNSHIP_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_GUNSHIP_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bOnlyDefensive>0</bOnlyDefensive>
			<bNoCapture>1</bNoCapture>
			<bRivalTerritory>0</bRivalTerritory>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bInvisible>0</bInvisible>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bFlatMovementCost>1</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<UnitClassUpgrades/>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_PILLAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_ROCKETRY</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_FLIGHT</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_OIL</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>180</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iMinAreaSize>-1</iMinAreaSize>
			<iMoves>4</iMoves>
			<iAirRange>0</iAirRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<iCombat>24</iCombat>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>25</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsDefense>0</iHillsDefense>
			<TerrainNatives/>
			<FeatureNatives/>
			<TerrainDefenses/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_ARMOR</UnitCombatType>
					<iUnitCombatMod>100</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<iConscription>0</iConscription>
			<iCultureGarrison>10</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>5</iAsset>
			<iPower>24</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_GUNSHIP</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<Button>,Art/Interface/Buttons/Units/Gunship.dds,Art/Interface/Buttons/Unit_Resource_Atlas.dds,5,10</Button>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_AMPHIBIOUS</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
		</UnitInfo>


Thanks, Olly.
 
You probably don't want to use a Domain of None. Their is a lot of AI logic that goes on based on what the Domain is. With a Domain of none the AI doesn't know what to do with the unit and it just sits there.
 
Kael said:
You probably don't want to use a Domain of None. Their is a lot of AI logic that goes on based on what the Domain is. With a Domain of none the AI doesn't know what to do with the unit and it just sits there.

Hmm, that's not been my experience. I think you have to make sure to give the unit the proper unit ai's and they used the choppers just fine:confused:
 
RED DIAMOND said:
Hmm, that's not been my experience. I think you have to make sure to give the unit the proper unit ai's and they used the choppers just fine:confused:

I tried to use this and they just sat there. The Gunships in Vanilla Civ are Domain Land. (There are no domain NONE units in vanilla civ).

In my tests I was using Attack and Pillage AI's just like Ozza000. Have you gotten it to work with other AIs?
 
Kael said:
I tried to use this and they just sat there. The Gunships in Vanilla Civ are Domain Land. (There are no domain NONE units in vanilla civ).

In my tests I was using Attack and Pillage AI's just like Ozza000. Have you gotten it to work with other AIs?

I just realized I probably overlooked this. Going back and testing again for this you are correct:blush: I was playing my cousin MP when we changed this and just got so excited I forgot about checking the AI behavior closer. Hmm, I think that sucks but that's life:D
 
Not being one to give up just yet:D

I was thinking if you do make the chopper DOMAIN_LAND, what about the transport ship as a carrier for the choppers? They can be loaded, but has anyone seen the AI load choppers on a transport and use them in their invasion force?? This was my sole reason for giving them the ability to cross water. If the AI does not use tranports to add choppers to the invasion force, but humans do, is that not something that gives the human an unfair advantage?
 
RED DIAMOND said:
Not being one to give up just yet:D

I was thinking if you do make the chopper DOMAIN_LAND, what about the transport ship as a carrier for the choppers? They can be loaded, but has anyone seen the AI load choppers on a transport and use them in their invasion force?? This was my sole reason for giving them the ability to cross water. If the AI does not use tranports to add choppers to the invasion force, but humans do, is that not something that gives the human an unfair advantage?

Yeah, I would say thats a considerable advantage on continents maps. I also considered giving my units an action button which toggled them between DOMAIN_LAND and DOMAIN_WATER versions of the units, but the AI wouldn't know how to use that either.
 
Just today I had a game in which the AI brought choppers via transports when it tried to invaded me ;). So the AI knows how to do that. As for more realistic choppers (i.e. such that can cross or fly over water), I guess we just need to wait for SDK to do that, cause the AI simply won't know how to use them.

I want me SDK already :cry:

:D
 
Rabbit said:
Just today I had a game in which the AI brought choppers via transports when it tried to invaded me ;). So the AI knows how to do that. As for more realistic choppers (i.e. such that can cross or fly over water), I guess we just need to wait for SDK to do that, cause the AI simply won't know how to use them.

I want me SDK already :cry:

:D

Ok good that is great to hear:goodjob:
 
found you problem change

<iConscription>0</iConscription>
<iCultureGarrison>10</iCultureGarrison>
<iExtraCost>0</iExtraCost>
<iAsset>5</iAsset>
<iPower>24</iPower>

to

<iConscription>0</iConscription>
<iCultureGarrison>10</iCultureGarrison>
<iExtraCost>0</iExtraCost>
<iAsset>5</iAsset>
<iPower>20</iPower>

as you can see your <ipower> is set to 24 change it to 20 the way it should be then it will be ok again I too have domain none and it works fine
 
Rabbit said:
Just today I had a game in which the AI brought choppers via transports when it tried to invaded me ;). So the AI knows how to do that. As for more realistic choppers (i.e. such that can cross or fly over water), I guess we just need to wait for SDK to do that, cause the AI simply won't know how to use them.

I want me SDK already :cry:

:D


I got me mech inf carrying 5 marines as theres no land transport :lol: thinking about getting me copper to do the same
 
boneys26 said:
found you problem change

<iConscription>0</iConscription>
<iCultureGarrison>10</iCultureGarrison>
<iExtraCost>0</iExtraCost>
<iAsset>5</iAsset>
<iPower>24</iPower>

to

<iConscription>0</iConscription>
<iCultureGarrison>10</iCultureGarrison>
<iExtraCost>0</iExtraCost>
<iAsset>5</iAsset>
<iPower>20</iPower>

as you can see your <ipower> is set to 24 change it to 20 the way it should be then it will be ok again I too have domain none and it works fine

iPower is how much the unit counts toward the players power rating.

You have Domain NONE on a unit and the AI uses it?
 
Kael said:
iPower is how much the unit counts toward the players power rating.

You have Domain NONE on a unit and the AI uses it?


even if it is, it should still be set to 20 just like the original file and yes the AI uses it and No my chopper still gets killed
 
Changing nothing from the original settings but the domain to NONE I also get the invincible chopper effect. To be exact it just suffers very very small damage completely out of line from the amount it receives against same opponents with domain set to DOMAIN_LAND.
 
rcuddy said:
Changing nothing from the original settings but the domain to NONE I also get the invincible chopper effect. To be exact it just suffers very very small damage completely out of line from the amount it receives against same opponents with domain set to DOMAIN_LAND.

Yeah, and since the AI "does" bring choppers across water with transports, it is not needed to have choppers cross water due to this negative effect IHMO.;)
 
Just being able to have true multi-domain units would be very cool.
 
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