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mapfi
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Zurich, Switzerland
Jul 2002 time: 06:24
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Even without the retreat option you only have to sacrifice one little weak unit to look what's inside a city. That's the way it's done in MP.
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Engineer_J
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Don't you mean Sea Cites in CTP 2? I thought they looked right in CTP. Did this bug ever get fixed in any of the mods?
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Maquiladora
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Isnt the sea city bug caused by maglevs? It gives a sea city a maglev tile imp under the city so it thinks its a land city? Like it gives land cities roads underneath at the start of the game. They just made a mistake and gave sea cities maglevs instead of undersea tunnels.
Or am i thinking of something else...
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Maquiladora
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Ah okay i thought it was something like that. So sea cities get undersea tunnels underneath right? So what happens if you take out undersea tunnels from the game altogether? Unless its hardcoded in sea cities, i would guess this has been tried...
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Zaphod Beeblebrox
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aachen, germany
Aug 1999 time: 05:24
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well, actually i wish both attacker and defender could retreat (though with extra losses/damages to your units of course, its never good to show your backside to the enemy, even if running very fast) and of course the ai should be able to use it.
retreat can be very usefull if you have 2 big stacks and the opponent has one big or even bigger stack on a tile with high defense bonus and/or more sophisticated units. and i don't think it is an unrealistic way to weaken an enemy with one army and then bring in fresh ones to take them out. but of course it should be avaiable for everyone and the ai should know how to use that.
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Tamerlin
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Toulouse (South-western France)
Apr 2002 time: 06:24
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quote: Originally posted by Zaphod Beeblebrox
well, actually i wish both attacker and defender could retreat (though with extra losses/damages to your units of course, its never good to show your backside to the enemy, even if running very fast) and of course the ai should be able to use it.
retreat can be very usefull if you have 2 big stacks and the opponent has one big or even bigger stack on a tile with high defense bonus and/or more sophisticated units. and i don't think it is an unrealistic way to weaken an enemy with one army and then bring in fresh ones to take them out. but of course it should be avaiable for everyone and the ai should know how to use that. |
In my own opinion retreat is a way to reduce the casualties when you know you are losing a battle. In reality, probing and harassing the ennemy forces is accomplished by special light units like scouts. 
In my own opinion once again, retreat should be a way to reduce the number of units lost in a battle when you are caught by surprise by the ennemy, when you face a greater number of unit than what you were expecting, when you face a better organized opponent (a better mix of offensive, flanking and ranged units) or a technologically superior army... In CtP2, and in many other Civ like game, there are few means to undermine an ennemy force before you launch your assault. In CtP2 it is rather hard to retreat in the middle of the fight as combat is resolved in a few seconds, only spies allow you to study your ennemies before attacking. 
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Pedrunn
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of Natal, Brazil
Jul 2001 time: 02:24
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Dont mind this post
Last edited by Pedrunn on 24-02-2003 at 03:13
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