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Pyrkaige
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quote: Originally posted by lockstep
Barracks should not be a requirement for Civil Defense. Currently, you can't build a Civil Defense if you own Sun Tzu's (free barracks) and a city did not actually construct a barracks in advance. |
This is not correct for C3C. I just finished an epic game with Sun Tzu's and was able to build a Civil Defense in all my cities, very few of which had ever built barracks. If such a bug existed in PTW, it's fixed now.
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kwpulliam1973
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A Follow up to the Bombardment choice tweaking.
Later in the turn the attached image occured. - Available workers on automatic responded in force to repair the battle damage, however, since the damage removed the roads, no worker arrived able to do any work, and hence more workers were called to repair the damage. -
In normal automated workers, there is a limit of 2-3 workers assigned to a task. In damage control this limit does not exist. While this allows pollution to be quickly cleared, it sometimes causes this problem. the implimentation of a 'ceiling' of 10-20 workers per damage control task should be simple, since the code already exists for other tasks to limit to 2-3 workers. No other game mechanics should be affected, and the AI will benefit from this as well, since the AI always has all it's workers on auto.
[Edit] - This also reveals an exploit... - Bombard a tile on the border with Arty until you cause damage that removes the roads.... Next turn when all the available AI workers are on that tile, move an infantry onto it - Wham, You just collected 80% of the AI's workers. Rinse & Repeat. The AI will be lucky to have a single worker in 3 turns, and you just got a whole bunch of free workers with little effort. - Gonna try this out - will report back
Thanks
Kevin P.
Attachment: worker pile on.jpg
This has been downloaded 185 time(s).
Last edited by kwpulliam1973 on 15-11-2003 at 03:09
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RobC
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quote: Originally posted by alexman
[*] Remove AI offense flag from Mech. Infantry, Impi, and possibly Numidian Mercenary.
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My only question is will removing this flag prevent the AI from using the Impi, etc. to pillage and capture undefended workers/settlers?
quote: Originally posted by alexman [*]Add a "Immune to lethal bombard" to units. This would allow air power to kill tanks but not infantry, for example. Alternatively, add a "lethal stealth attack" list, so we can select specific units that can be killed by a stealth attack.
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One 'hack' to get this to work would be to overload the existing 'stealth attack targets' list so that when applied to a plane/artillery unit with 0 attack value and lethal bombard selected, it turns into a 'lethal bombard targets' list...unless this list currently does something already for planes or artillery? I notice that stealth fighters/bombers have stealth attack checked but it doesn't seem to do anything special in the game (it would be cool if it did allow you to specify a target -- improvement or unit -- to bomb, though)
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RobC
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Oh, and one other request I just thought of -- currently, a nice (if obscure) feature is that even if you have 'animate friend/enemy moves' checked, you can temporarily change that to show but don't animate by holding down the SHIFT key. I'd like to request that the same thing feature be enabled for animate battles, so if I initiate a battle (or worse, a stack attack) and realize I didn't really want to watch all those units hack at each other, I could just hold down SHIFT and it would temporarily act as if I had animate battles UNCHECKED.
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alexman
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Hunt Valley, MD
Jan 1970 time: 00:32
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quote: Originally posted by RobC
My only question is will removing this flag prevent the AI from using the Impi, etc. to pillage and capture undefended workers/settlers?
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No, haven't you seen the AI pillage with a spearman? The AI even attacks weak/damaged units with "defensive" units if the odds are good.
Last edited by alexman on 15-11-2003 at 07:43
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Dominae
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Mayan Javelin Throwers should not be able to Enslave Barbs.
This fixes the problem completely; it's one thing to use Barbs as target practice, it's quite another to risk the loss of 30 Shield units in battle against full-blown AI civs.
Increasing the Shield cost (within realistic limits) will do little to address the problem. I would still build a couple of 40- or even 50-Shield Javs if it meant securing a dozen (probably more) free Workers.
Dominae
Last edited by Dominae on 15-11-2003 at 08:33
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Dominae
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Come to think of it, as you increase the Javelin Thrower's cost, hunting Barbs becomes it's only useful/efficient function. I doubt that this was it's intended purpose in design.
Dominae
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kwpulliam1973
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Alex - Again, Great thread. Some comments on things that have made it into the top-o-the-thread list.
The ability to enslave Barbs, if it is removed, should be removed with the addition of an editable flag. - I have already modded my preferred game to have all ancient footsoldiers capable of takeing worker slaves. While it may be unbalancing for a single civ to have this ability, when all civs have it, the AI seems to benefit from it. (i.e. if you remove barb enslavement now - others will start calling for it to be added as an editor flag - why not combine the request now)
If the AI governor can recognize corruption - that would be GREAT!
Thanks
Kevin
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