idea: if you have a defense pact with another player/AI, could maps be exchanged?
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Bug list for Patch 1.0.01.141
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also, if player is stacked up at the border with an AI, and AI is friends with a CS that player is allies with, AI should really really not have units swarming around in that CS's territory under most conditions, even if the AI is protecting that CS.
in that regard, if I'm the ally, AI should take back its guarantee under most conditions as well.
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AI does not recognize/prioritize backdoor attacks:
AI declares war on me. AI army moves in to my cities. In between is a lot of empty space. I had an army at the other end of his city though, so I attack through the backdoor. No counterattack, and AI continues to have a go at my city. End result need not be written down..
I checked if the AI would alter course if I moved my units to the back of his units. So in other words, my backdoor army was stationed 0 hexes away, touching his units. Instead of taking out my army first (which is a threat to his city, and his army is barely a threat to my city), he ignores my units.
I'm guessing the AI is programmed similar to the AI_ATTACK script in Civ4.
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Originally posted by Zoetstofzoetje View Postguided missiles receive damage (!!) while exploding on enemy units. bonus points for being captain obvious
Considering the defense weapons that have come online by this date, even against mach 3 missiles, (after decades of there BEING no defense), I commend this mechanic.
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sure jaybe, but the problem is that with the civ5 mechanic a military engagement of this sort is a mutual exchange of damage. in this particular case, that means the missile could be destroyed by air defense, and still damage the target. what you say cannot be correct, as that would imply that damage delivered is calculated after the damage is delivered.
instead, it should be a form of melee engagement, where one party has time priority in delivering damage.
or is there somehow a tiering system in place that we are not aware about?
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Originally posted by Zoetstofzoetje View Postor is there somehow a tiering system in place that we are not aware about?
I have seen a missile do very little damage, and yes, I believe there were anti-air assets involved. Since damage MAY represent not only damage but "capability expenditure" (ammo/fuel/readiness state), it CAN be rationalized that way.
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As a major fanboy (frequently have I undergone that accusation!!) and being familiar with wargame design via my SPI/S&T magazine experience, I believe a MAJOR failure of many complainers of the civ series is their lack of appreciation of abstraction in the art. After all, what is even a 'zone of control' other than an abstraction of reaction, firepower and 'fuzziness of location' of the involved unit?
When you are not the game designer and don't have access to their notes & insights (as we did in the SPI days), you have a responsibility to your own game enjoyment to rationalize away as many game 'rogue events' as you can. Willingness to use imagination is necessary.
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Originally posted by Zoetstofzoetje View PostBut are we not entitled to logical cohesion for narration?
I do NOT play civ as 'just a game' (yeah, it shows my weirdness, I know). I play it for the immersion, and that is enhanced by perceived realism, be it obvious or very abstract. Those people who want to just 'play a game' can go play with a rubics cube.
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Two bugs, one of .141 nature, another that has probably been around since 21 Sept:
When air units/missiles are put aboard a ship, the air unit numbers stay in place when the ship moves as they used to before the .062 patch; the numbers do NOT ghost in subsequent locations as the ship moves, only at the load point.
If a city runs out of places to put workers excess will be put as unassigned specialists, even if prioritized specialist slots are available! Necessitates manual specialist control.
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