December 13th, 2020, 06:32
(This post was last modified: December 13th, 2020, 06:58 by Amicalola.)
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Turns 120-122 (125-175 AD)
The ScooberStrike
Well, here was the situation when I logged in this turn:
For some reason Lewwyn has those 2 horse archers 2 tiles away from the city instead of garrisoning. Flex units? Anyway, I decided it was now or never and the sims said 95% chance of victory. This is exciting! My first attack! I went in, and...:
No. No. Please. Catapults can’t attack off boats?? Is that a CtH change?? I was actually so shocked I logged out because I want to make sure this is the case. I can't find anything online about it.
If a lurker could let me know if this is a bug or a feature I somehow didn't know about, that would be great.
December 13th, 2020, 06:45
(This post was last modified: December 13th, 2020, 06:51 by Amicalola.)
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Well, I just tested it in a vanilla sandbox and it looks like that's correct. Catapults can't attack from galleys. I cannot believe I didn't know that. Of Course I found a way to bungle this. I'm need to wait a while before I play the turn. Maybe in the morning. 8ish hours from now. Need to think about what to do now.
December 13th, 2020, 07:03
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Mmm im afraid you are right, you cannot use cats anfibiusly. they need to be in ground to atack
December 13th, 2020, 07:32
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Sorry to here this, but you are right that all collateral units cannot attack amphibiously. This was changed in the original game at some point with good reasons that I don't have at hand right now.
Note that Chu Ko Nus can attack amphibiously, which is one of their strength and makes China a strong water civ
December 13th, 2020, 07:44
(This post was last modified: December 13th, 2020, 08:35 by Amicalola.)
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Thanks for the responses guys. They're always appreciated. I guess this is the downside of only using Vodka.
I can't sleep. I'm going to play the turn now.
December 13th, 2020, 08:01
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(December 11th, 2020, 00:40)Amicalola Wrote: I have, quite literally, zero experience at MP combat in this stage, so I will probably be posting a lot. There will be endless comical mistakes for lurkers to enjoy, and probably countless over/underestimates of everyone involved for lurkers to facepalm at.
At least my predictions were scarily accurate...
December 13th, 2020, 08:22
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We attacked anyway.
It's (very) late, so proper report to come tomorrow.
December 13th, 2020, 09:37
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If I'm reading it right you lost 3 units off the galley and I'm assuming you deleted the sword so you lost 4 units? Seems like it was worth it.
Real quick. Remember when I mentioned committing to wars. Moscow mule should not be building a forge right now. As soon as you get peace pop those suckers in queues in 8+ production cities, but that is 2 elephants front loaded in the war. The lighthouse in the southern city should probably be a unit as well. During war I would consider granary to be about the only useful building in a short term time frame.
Now if you get to a point where you are gridlocked, that is a different story.
December 13th, 2020, 14:34
(This post was last modified: December 13th, 2020, 14:35 by Amicalola.)
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I've actually always wondered why deleting units after an attack was a thing. What's the point? I should have asked last night. I didn't delete the sword. Figured only 1-movers had good odds right now, so it might take out another unit with it.
If the sword dies, we lost 2 units, and if it lives we lost 1. Quite lucky, though not absurd, dice rolls.
I switched a couple cities to forges, which I was going to ask about in my report. Good to know, I'll switch em back next turn.
December 13th, 2020, 15:11
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Units that are going to die without inflicting meaningful damage on your opponents are free XP; both for the unit delivering the kill and the next Great General.
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