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Martin the Dane
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Aarhus, Denmark
Feb 2000 time: 06:24
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I just accsidentaly found out that there is an bug in the retreat system that lets you get slaves without killing any enemy units.
If you attack a unit with a stak containing a slaver, and imediatelt press the retreat button, each side only gets of one shot/hit, so normally nobody dies, but since the slaver survived the battel you get a slave.
If you walk up to an enemy city, surround it with pairs of slavers and combatunits, you can in theory get 40 slaves each turn. (6 pairs on each tile and units in cities regenerate)
A not unrealistic setup could be to trap a single barbarian hoplite, between a unit one tile away, and a full 12-unit stack with 6 slavers, and you will have a steady supply of slaves.
I know that overexploitning this will only create problems, but used right it can be a tremendous advantage: think of having 4-6 slaves in each city. That's a lot of slaves!!!!
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Maquiladora
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Why dont you use a mainly bombarding stack of units and bombard them instead to weaken down cities or armies. Maybe this bug is why they took retreat out of multiplayer, but thought no one would notice in SP.
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Martin Gühmann
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Berlin, Germany
Mar 2001 time: 06:24
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quote: Originally posted by SMIFFGIG
Thats the kinda thing i was trying to suggest on the other thread by doing it through SLIC, but from the sounds of it its impossible.
It would all depend on the attacker and defender, strength of defender/attacker, number of units and what terraint type it was on and from this it would work out how much health the retreating units would still have and also a percentage chance of and actual retreat taking place.
But if it cant be done, it cant be done
Even if these retreated units where not actually the same army, just new units that appeared on a corresponding tile in the appropriate quantities and health percent
-James |
Well we have these Events:
RunCombat(army_t, location_t, int_t, int_t)
Run one round of combat
VictoryMoveOrder(army_t, location_t)
The move into an attacked square after winning a battle
So what would happen if we would do something liek this:
HandleEvent(RunCombat)'MG_StopCombat'{
return STOP;
}
Would this stop the combat or would this end in a infinity loop?
-Martin
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