It's not like the AI doesn't engage in suicide missions of its own. Nevermind that they're unintentionally suicidal (can we even use the word "unintentional" when talking about AI?).
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Galleys in oceans?
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THEY!!111 OMG WTF LOL LET DA NOMADS AND TEH S3D3NTARY PEOPLA BOTH MAEK BITER AXP3REINCES
AND TEH GRAAT SINS OF THERE [DOCTRINAL] INOVATIONS BQU3ATH3D SMAL
AND!!1!11!!! LOL JUST IN CAES A DISPUTANT CALS U 2 DISPUT3 ABOUT THEYRE CLAMES
DO NOT THAN DISPUT3 ON THEM 3XCAPT BY WAY OF AN 3XTARNAL DISPUTA!!!!11!! WTF
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Show me even one provable, clear, documentable case of suicide galleys by the AI in C3C. You can't. :P
Tiberius - Obviously it was an unfair and tremendous advantage, or people wouldn't be willing to sacrifice large numbers of shields (or sometimes none at all) to gain it. When the AI gets unfair/tremendous advantages the player cannot duplicate, people scream "cheat." When the player gets those same bonuses the AI can't duplicate...
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The new system makes more sense anyway.Why can't you be a non-conformist just like everybody else?
It's no good (from an evolutionary point of view) to have the physique of Tarzan if you have the sex drive of a philosopher. -- Michael Ruse
The Nedaverse I can accept, but not the Berzaverse. There can only be so many alternate realities. -- Elok
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Well, dumb me then!Originally posted by Diadem
Galleys can enter any square within your cultural borders. Even if they are ocean squares. You can sometimes use that to get to places you can't normally go, in fact.
When you have open borders, your galleys can do the same in your friend's cultural borders.
When I saw another civ's galley hop from the southern tip of our shared continent to a nearby island (across a narrow ocean) I thought the AI was cheating.
For some reason I assumed that when the description for the galley said, "Unable to enter ocean sqaures", it meant that galleys were unable to enter ocean squares. Now, I wonder why I would think that?
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Undocumented as far as I know.Originally posted by TheArsenal
That's news to me as well. Did I overlook this, or is this Galleys/Cultural Boundaries thing undocumented?
I discovered it while giving my first galley move-to orders.Why can't you be a non-conformist just like everybody else?
It's no good (from an evolutionary point of view) to have the physique of Tarzan if you have the sex drive of a philosopher. -- Michael Ruse
The Nedaverse I can accept, but not the Berzaverse. There can only be so many alternate realities. -- Elok
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honestly i thought you were wrong, as i dont remember being able to do that, but i remembered to try it out in my game tonite, and hes 100% correct. i have galleys in the ocean in both my own boundaries, as well as other players.
nice catch!
there is a backfire as well. the ai was using this to move a galley up to one of my islands, and then i closed my borders. he was then stuck to move to the only coast tile available, and is now trapped as i own all the coast tiles around him.
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While mostly you are right, you are missing one very important aspect: people feel cheated, while AIs don'tOriginally posted by Fried-Psitalon
Tiberius - Obviously it was an unfair and tremendous advantage, or people wouldn't be willing to sacrifice large numbers of shields (or sometimes none at all) to gain it. When the AI gets unfair/tremendous advantages the player cannot duplicate, people scream "cheat." When the player gets those same bonuses the AI can't duplicate...
Seriously though, I don't think it's a cheat, but I learned that my tastes are different in this regard than other people's. All exploits are btw just potential exploits, because you can choose not to use them, while the AI cannot choose not to use a cheat. Real exploits are those that can be used against humans; those are really bad and should be hunted down. Transport chains on the sea, combat settlers - those were real exploits and I never used them. But a suicide galley ???
Honestly I'm getting irritated by features that are missing due to the AIs inability to use them. I mean, Civ2 had quite a lot of exploits, and yet it was very fun, wasn't it?
Back to the galleys: the "galleys cannot enter ocean tiles" fundamentally contradicts another feature, the "extra movement bonus for circumnavigating the globe". IIRC the latest was on the Ideas list for civ3, so kudos for Firaxis for implementing it
On the other hand, this feature should reward the spirit of adventure and exploration, when in fact as of now it rewards only the discovery of a tech. After I discover the proper tech I build two caravels, send one to the east and one to the west and after a few turns: bang! I get the bonus. They could very well give an extra movement point for the first to discover caravels, it wouldn't be much of a difference.
It would be much more rewarding if galleys could actually explore. Have you ever set a galley to "explore"? Man, is it pathetic! The poor one cannot explore anything, because he doesn't see more than what it's already uncovered by your cultural borders. So I think allowing galleys to explore by entering the ocean would be fun. To kill the possible exploit make it so that it can survive not more than one turn, by losing 50% of its hitpoints in every turn spent on the ocean, if it survives one turn. I'm not an expert, but how difficult is it to attach a procedure to the AI explore script, which would make AI ships to enter the ocean for one turn if there is nothing else to discover and then return to safe land (to undiscovered one if found)?
"One doesn't discover new land without losing sight of the shore" - wouldn't it be better to have this actually implemented in the game, and not only used as a quote?
"The only way to avoid being miserable is not to have enough leisure to wonder whether you are happy or not. "
--George Bernard Shaw
A fast word about oral contraception. I asked a girl to go to bed with me and she said "no".
--Woody Allen
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Since y'all are hijacking my thread, I thought I'd weigh in:
I have to disagree. 120 shields of production is nothing to sneeze at, nor having the cities to do it with. And, of course, you have sailing around the tips of continents until you actually do run into one another.Originally posted by Tiberius
After I discover the proper tech I build two caravels, send one to the east and one to the west and after a few turns: bang! I get the bonus. They could very well give an extra movement point for the first to discover caravels, it wouldn't be much of a difference.
The bonus can also be aquired by piecing together the maps of other civ's explorations.
Either way the bonus is primarily from the act of exploration, rather than research and building.
The galley is good for exploring the coast lines of *your* continent(s) and learning where other civs are.Originally posted by Tiberius
It would be much more rewarding if galleys could actually explore. Have you ever set a galley to "explore"? Man, is it pathetic!
As a further hijack of my own thread, I wouldn't mind seeing additional bonuses for similar discoveries. In fact, it might be a nice cultural booster -- Anyone remember Conquest of the New World? They had a good system of bonuses not only for discovering major rivers, regions, mountains, etc., but also for naming them. I'd love to see something like that put in to Civ.
Also, thanks for those who pointed out the undocumented cultural-borders-galleys thing. Now that I know what it is I'll be sure to use it move consciously.For some the fairest thing on this dark earth is Thermopylae, and Spartan phalaxes low'ring lances to die -- Sappho
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I think you are conflating two different issues here.Originally posted by Fried-Psitalon
Tiberius - Obviously it was an unfair and tremendous advantage, or people wouldn't be willing to sacrifice large numbers of shields (or sometimes none at all) to gain it. When the AI gets unfair/tremendous advantages the player cannot duplicate, people scream "cheat." When the player gets those same bonuses the AI can't duplicate...
When a human player does something, it is still allowed by the rules. If the AI cannot (read: has no knowledge of how do do such a task), the responsibility lies with the programmer.
OTOH, when the AI can do something that a human player cannot, it does so by breaking the rules. Or shall I say it is breaking the rules that human players must follow? To many, this is unfair (that the AI follow a different set of rules than human players). Whether this is done to provide "challenge" is a different matter.(\__/) 07/07/1937 - Never forget
(='.'=) "Claims demand evidence; extraordinary claims demand extraordinary evidence." -- Carl Sagan
(")_(") "Starting the fire from within."
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There are many things humans can do in a game that strictly speaking might be considered "by the letter of the rules" and not "by the spirit of the rules."
Galley-chaining is a perfect example. That's absolutely unintended, exploit to the gills. Players cough and look the other way when it's mentioned, and have huge fights about whether or not it should be allowed in a Demogame. You can bet, though, that if the AI were to do that, people would scream bloody murder the moment they saw it.
There's a big difference between what the player is intended to be able to do, and what the player is actually able to do - especially in older games. Saying "the AI can't do it because the programmer screwed up" isn't valid - the programmer didn't want the human to do it either.
You can be sure, though, that the human's rule-bending antics are a whole lot more accepted in the community than the AI's.
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