 |
|  |
 |
|
Quantum
|
|
I just finished a war with the Romans in which they finally surrendered the last two cities on the main continent, stranding them with one city on a nearby island. After the war, there is a single Roman longbowman stuck in my territory. I've asked four times for it to be removed, and every time Ceasar says "OK". But every time, it is still in exactly the same place the next turn. That's not fair! If the AI asks me to leave, I either have to do it or declare war. But Rome is making a fool of me, saying "OK, I'll leave", and then not doing it. The most frustrating part is if I just kill the stupid longbowman, its ME that will take the diplomatic hit! What can I do?
Could it have anything to do with the fact that there is no land route for the longbowman to go home? If so, it that a bug - that you can't force the AI to leave if his only territory is on another landmass?
Maybe if I gift him a galley (I decimated his navy so he has no boats) he'll pick up the poor stranded unit.
|
|
|  |
 |
|
Worthingtons
|
|
Pride Park,Derby
Jan 2002 time: 05:18
|
|
Just leave it, what harm can it do?
|
|
|  |
 |
|
Wjousts
|
|
Even when you do have the "leave or declare war" option, all too often the unit is moved into the nearest neutral square, finds it's trapped and then moves back into you territory in the next turn. This really needs to be fixed, the AI should rescue the unit with a boat (if near the coast), disband the unit or just make him sit tight in neutral territory (until your borders expand and he gets moved even further out).
What might be cool is if you had the option to arrest them, the unit wouldn't be destroyed and could be returned to the AIs capital after some diplomancy, but it would disappear off the map and be kept in limbo until you chose to release them. Also, it would not effect your rep if you had already warned them once.
|
|
|  |
 |
|  |
 |
|
Scooby_Doo
|
|
Bristol, UK
Feb 2002 time: 05:18
|
|
quote: it is up to the player to provide a means of removing the unit. So if the Romans don't have suitable transport handy at present and no neutral territory is reachable by land.... |
That makes no sense, cos surely the only means of removing the unit that the player could provide in this example would be giving the romans a galley(Which you can't actually do anyway) or giving them a near by city so as they stay in their borders.
I'm pretty sure it should be up to the AI, in this case, to remove the unit.
|
|
|  |
 |
|
Borg Hunter
|
|
Florida
Mar 2002 time: 00:18
|
|
quote: Originally posted by Spectator
What?! You can give the AI units? Please tell me how! |
I'm afraid you can't, that was an error by Quantum.
quote: Originally posted by Scooby_Doo
the only means of removing the unit that the player could provide in this example would be giving the romans a galley(Which you can't actually do anyway) |
I believe this is what Quantum was trying to say.
|
|
|  |
 |
|
Quantum
|
|
Right, that is what I was trying to say. And, just to clarify, the unit was in MY territory, not neutral territory. This problem arose because when Rome gave up and surrendered the last city on my continent, all of his units that were in my territory were removed. But, the units that were in neutral territory remained. Then, when I rushed a temple in my new city, my border expanded to include the previously neutral territory. Then, all of the land mass was mine - no neutral territory remaining. So when I asked Rome to move the unit, it had nowhere to go.
What I think should happen is after the second request to move is accepted by the AI, the unit should automatically be transported away.
|
|
|  |
All times are GMT. The time now is 05:18. Apolyton Time is 00:18. |
top of page
|
| archivepost |
|
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
|
|
|
|
|
|