Thread Tools
Old December 29, 2000, 09:42   #1
Bluevoss
Prince
 
Local Time: 09:14
Local Date: October 31, 2010
Join Date: Dec 2000
Location: Orlando, Florida
Posts: 326
What gives with those trieme things?
Something thats been bugging me. Those first ships you can build (coceral? something like that?) are stated as having an attack value. Even the Bradley games manual says this. They are suppose to represent triremes. And triremes FIGHT! (what was that battle - Salamis? Where the Persians got clobbered by the Greeks and the world was forever changed??).

I don't seem to be able to pillage or attack other shipping with these, and it sure looks like they have an attack of 0.

Can this be changed in the game? I think it would be more interesting if the player (and the AI) could use these vessels to establish naval supperiority. Otherwise, whats the point?

In the game I'm playing right now (very much improved, thanks to Colorme's mods) Ive got two of these things on station off a mexican city, watching to make sure nothing slips out. But on the drive in today, I realized - so what if something DOES slip out? What the heck can I do about it!

Anyway, are there any easy mods that can turn these things into fighting machines again?



------------------
Bluevoss-
Bluevoss is offline  
Old December 29, 2000, 11:31   #2
Colonel Kraken
PtWDG Legoland
Warlord
 
Colonel Kraken's Avatar
 
Local Time: 04:14
Local Date: October 31, 2010
Join Date: Nov 2000
Location: Grand Rapids, MI
Posts: 296
Yes. Open your "Units.txt" file and scroll down to "Corracle". The units are in alphabetical order. You'll see "Attack" and "Defense" with zeros next to them. Change 'em to whatever you want. Save and close.
Colonel Kraken is offline  
Old December 29, 2000, 15:02   #3
Bluevoss
Prince
 
Local Time: 09:14
Local Date: October 31, 2010
Join Date: Dec 2000
Location: Orlando, Florida
Posts: 326
Cool! I'll give it a shot. I'm assuming that the AI will be able to use it as well.

WHAT AM I SAYING! The AI use an Attack value! HA!

Thanks again.



------------------
Bluevoss-
Bluevoss is offline  
Old December 29, 2000, 22:04   #4
Bluevoss
Prince
 
Local Time: 09:14
Local Date: October 31, 2010
Join Date: Dec 2000
Location: Orlando, Florida
Posts: 326
Well, first things first - you gotta look up the Coracle under UNIT_CATAMARAN . Thats where its hidden.

Also, make sure you pick up three lines that refer to its ability to pillage and such. Look down a bit, and where you see...


NoZoc
CantCaptureCity

...make it...


NoZoc
CanExpel
CanPillage
CanPirate
CantCaptureCity

Now I get to have all those wonderful trireme battles I loved!!



------------------
Bluevoss-
Bluevoss is offline  
Old January 1, 2001, 01:16   #5
Cyrius
Chieftain
 
Local Time: 09:14
Local Date: October 31, 2010
Join Date: Nov 2000
Location: Minneapolis, MN, USA
Posts: 71
Will the AI ever use these in an offensive role? Course, the AI effectively ignores naval units, even on a 90% ocean map, but hey.

I changed these, quite easy. I also gave bombard land back to SOL and Ironclads. Maybe just give to ironclads? Hmm, I dunno.
Cyrius is offline  
 

Bookmarks

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 05:14.


Design by Vjacheslav Trushkin, color scheme by ColorizeIt!.
Powered by vBulletin® Version 3.8.2
Copyright ©2000 - 2010, Jelsoft Enterprises Ltd.
Apolyton Civilization Site | Copyright © The Apolyton Team