Announcement

Collapse
No announcement yet.

Does anyone know...

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Sir Og
    replied
    Are there any civ 5 mods that remove the 1UpT rule?

    How hard should it be to mod this out of civ6?

    Leave a comment:


  • Aeson
    replied
    Your post is still there?

    Leave a comment:


  • June Baker
    replied
    I guess I came to the wrong site to look for help.
    My posts have ben removed.
    It's okay.
    I get the message. Goodbye. X

    Leave a comment:


  • Dinner
    replied
    I miss stacks. The AI can't handle 1UPT.
    Last edited by Dinner; October 25, 2016, 15:30.

    Leave a comment:


  • astrologix
    replied
    Originally posted by June Baker View Post
    I understand it is not possible to give a settler or a scout an escort.
    Is this true ?
    You can escort settlers and builders.

    Leave a comment:


  • June Baker
    replied
    I understand it is not possible to give a settler or a scout an escort.
    Is this true ?

    Leave a comment:


  • mkorin
    replied
    You link one combat unit with a noncombatant unit or bonus unit such as seige engines

    Mike

    Leave a comment:


  • Shogun Gunner
    replied
    Originally posted by Myrddin View Post
    Don't think so; limitations on units/tile make AI pathfinding harder not easier.

    More likely it was a design decisions by someone who hated SoDs
    Ah yes...the SoDs did get a bit out of hand in previous versions of Civ. Seems like traditional/normal stacking limits could be a nice compromise. Avalon Hill and SPI wargames usually had a three unit stacking limit. Seems like Civ 6 might be finding that nice compromise. Thanks Myrddin!

    Leave a comment:


  • Myrddin
    replied
    Originally posted by Shogun Gunner View Post
    I remember reading an article where the designers were interviewed about Civ V - they stated the IUPT was for playability. Perhaps I misconstrued that to mean HUMAN playability, but it was really AI playability.
    Don't think so; limitations on units/tile make AI pathfinding harder not easier.

    More likely it was a design decisions by someone who hated SoDs

    Leave a comment:


  • Shogun Gunner
    replied
    I remember reading an article where the designers were interviewed about Civ V - they stated the IUPT was for playability. Perhaps I misconstrued that to mean HUMAN playability, but it was really AI playability.

    Leave a comment:


  • N35t0r
    replied
    I remember a Civ 1 game in which I started in North America (earth map), conquered the Sioux in South America with chariots, built up a bit until cannons, and then proceeded to conquer all of Eurasia with hordes and hordes of cannons.

    Leave a comment:


  • Ming
    replied
    Yeah... but there were times when a ship would land and the only units they dropped off were catapults

    Leave a comment:


  • Sir Og
    replied
    The final Civ4 AI was quite good at naval invasions. They would build transport + support ships fill them up and dump them near one of your cities which is pretty close to what you need to do if you are doing a naval invasion.

    I vividly remember a game I played where Monty swept his continent and landed a ton of troops on my shores. I was really impressed.

    Leave a comment:


  • Elok
    replied
    Originally posted by self biased View Post
    also, because on planet earth there are in no way places that are less than ideal to stage a naval landing.
    Oh, there are. But there are both real-world and game-mechanics reasons for many things, and sometimes it is obvious that the latter is the real driving point. For example, in the real world there really are neat natural things like geysers and canyons and crap. But since discovering same does not have any significant effect on the real-world wealth or happiness of nations, it seems reasonable to attribute their inclusion more to the game mechanics reason that they wanted a rat-lever bonus for exploring. Likewise, there are unsuitable landing points IRL, but as they are not a large driving force of history on Civ's typical scale one suspects they were included more for game mechanics. Especially since the previous installment radically simplified marine-transport logistics in a different way, by essentially giving all land units organic water transport.

    Leave a comment:


  • self biased
    replied
    Originally posted by Elok View Post
    I suspect the new cliffs are a way of creating limited landing/boarding points to simplify things further for the AI.
    also, because on planet earth there are in no way places that are less than ideal to stage a naval landing.

    Leave a comment:

Working...
X