September 8th, 2017, 04:15
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(September 7th, 2017, 21:35)Nelphine Wrote: Oh my god. I didn't realize your 'attack empty cities' change was so effective.
AND THE SETTLER FREAKING ATTACKED AND RAZED MY CITY.
I didn't realize it is this effective either.
It makes sense though. Previously empty enemy cities had a defending army strength of "1", and settler is zero military power. (This is necessary - tiles with 0 strength are not treated as occupied tiles. They are considered unused. So it has to be at least 1.)
Now that targets with exactly 1 power override not just the "stacks below 30 power can't attack" clause but the whole "attack>target defense needed to attack" thing, stacks with zero power get their chance to do it as well.
Quote:Could it be possible to have the "are you sure you want to attack" checkbox whenever you're not at war with the target? Accidental movement causes unintended wars.
I think that can be done, yes. Anyone else thinks this would be a good feature? I see it as both a good feature and somewhat of an annoyance (have to do additional clicks on all attacks until the war starts), and I kinda like how careless players are punished by starting a war if they send a unit to a tile they can't see yet.
September 8th, 2017, 06:09
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I think the current us good for new players, so that they learn how scouting range and pathfinding work. However, I do find as an experienced player it becomes cumbersome especially when in late game with many units. Unfortunately, I'm not sure where the switch is. My guess is it would be fine to implement it (new players would still learn due to lose movement points even if it wouldn't be as punishing).
September 8th, 2017, 14:13
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I think it's good - the war starts soon anyway when it's the player attacking...
September 8th, 2017, 14:24
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By the way if we do this, accidental attacks by stepping on invisible units won't happen either. Again, not sure if that's a plus or minus. I think minus as it allows the player to discover those invisible units without repercussions.
September 8th, 2017, 15:01
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That is a very good point and I agree with you. I kind of wish invisible units could be treated differently. I'd like both and human to hit them. Treat them as 0 attack and defense for overland purposes, bit not actual strategic combat? Yes this would change the history graph. But then air elemental/Nightstalkers nodes would become black holes killing AI units. Only for units that are controlled by a wizard? Sigh, way too complicated. Ah well.
September 8th, 2017, 16:44
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If the AIs don't step on the invisible units because they see it, I'd say that the human being warned is only fair. Attacking an invisible ally seems bad design tbh.
There is a repercussion - loss of movement. This is meaningful for medium/late game anyhow, when each turn matters.
September 8th, 2017, 17:09
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Ally, no. If you have an actual (non-peace) treaty, the game already warns you and you can cancel the move.
We are strictly talking about the case of not having a treaty with the wizard. To quote the AI..."Therefore, I propose a Wizard's Pact to prevent accidental conflict." - it literally does that.
September 8th, 2017, 17:13
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maybe if you do this you can remove the wizard pact and free diplomacy space for... something else?
Inviato dal mio GT-I9100 utilizzando Tapatalk
September 9th, 2017, 06:23
(This post was last modified: September 9th, 2017, 06:37 by Nelphine.)
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See mrbiscuits comment in new experimental version thread. Pacts are specifically to avoid being attacked or cursed by the AI. Very important.
October 4th, 2017, 20:23
(This post was last modified: October 4th, 2017, 20:23 by Impy.)
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Is it possible to rehost the latest version of this mod somewhere? I've been dying to give it a try, but the only download links seem to go Seravy's website, which I haven't been able to get to load no matter what. I've skimmed through the release threads and didn't see anyone else having this issue, so I'm guessing it's on my end. Please help me out, the mod's content sound super interesting and I'd love to be able to play.
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