 |
|
asleepathewheel
|
|
listening too long to one song
Mar 2002 time: 00:31
|
|
barricades look fairly useful, just that they take so damn long to build. build a fortress and then a barricade on top of that?: I think the barricade takes 16 turns? I wish they had a cheaper early version that would keep the ai out. by the time I have worker power to barricade my lines, I don't really need to, due to army strenght.
|
|
|  |
 |
|
asleepathewheel
|
|
listening too long to one song
Mar 2002 time: 00:31
|
|
quote: Originally posted by ZargonX
Ah, that's what I was looking for! No more cavalry run-bys! Fortresses may finally be useful. Are building barricades that expensive, though? That may require some mod adjustment... |
I think a barricade is 16 turns. add in the fortress build time and thats a lot of turns.
|
|
|  |
 |
|
PogueMahone
|
|
Does that mean AI units won't be able to pass BY the barrcade in one turn or THROUGH it?
|
|
|  |
 |
|
PeaSoup
|
|
Vancouver, BC
Nov 2001 time: 21:31
|
|
Well, they do take 16 turns to complete, but that's including building the fortress, so 8 turns for fort, 8 more for the barricades.
I know the AI uses forts (and maybe now barricades) in bottle-neck situations, but I gotta say I like barricades a lot since the human player will be able to use them in various situations.
Building barricades has helped me with defending my only source of wines a breeze against a KAI who just happens to be twice my size.
The barricades do stop movement, so it's prevented the AI from successfully pillaging the undefended square, though I'm unable to move workers safely out to clear the jungle, even with escorts..
So with a couple of Swiss pikes holding the line, the AI has no chance of ever taking the city away from me.. 
Attachment: barr.jpg
This has been downloaded 278 time(s).
|
|
|  |
 |
|
PeaSoup
|
|
Vancouver, BC
Nov 2001 time: 21:31
|
|
quote: Originally posted by MrWhereItsAt
That's a good point, PeaSoup - using barricades to stop the AI from pillaging. Is there any type of terrain improvement that is impossible to have in the same tile as a Barricade? |
Ya, in the screenshot I posted above, the AI has opted to move its attack units into the defensively superior jungle tiles next to the barricades, if it moves it's SOD into the undefended square, I still won't be able to prevent it from being pillaged.
And I found out that barricades do stop movement when the enemy moves INTO them, so it will not stop movement for moving across. You still have to man barricades since the AI can land/move any units into unmanned barricade tiles and thus gain the 100% defensive bonus.
quote: Originally posted by Willem
Are you sure about that? The way I understand it, you have to build a Fort first, then the Barricade. That's 32 turns in total. I could be mistaken of course, I haven't actually built one yet. |
Ya, I noticed that the civilopedia and the editor both say 16 turns for both the fort and barricades, but in my current epic game as the Dutch (who are not industrious), the fort and barricades each only takes 8 turns to complete on flat terrain. A bug perhaps? I don't mind.. 
|
|
|  |
 |
|
PeaSoup
|
|
Vancouver, BC
Nov 2001 time: 21:31
|
|
quote: Originally posted by MrWhereItsAt
PeaSoup - where you Democracy or some other Government where worker speed is doubled (Fascism IIRC)? If so then that explains your twice-speed forts and barricades. | Ahh, I forgot to mention that my civ is in monarchy, so no worker bonuses.
|
|
|  |
All times are GMT. The time now is 05:31. Apolyton Time is 00:31. |
top of page
|
|
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|