Since 1.21 I can't think of a single incident where I've seen a fast unit retreat. Has anyone? Is this no longer the way it works? I think I've seen more great leaders than retreats from combat.
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Do fast units retreat anymore?
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Still can't remember seeing any. Playing Iroqois, whose monted warriors actually have a 3 move w/my mod, can't remember a single retreat. Is there any way to affect this in editor? Anyone privy to the actual math of the thing?"Please don't go. The drones need you. They look up to you." No they don't! They're just nerve stapled.
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No, just made roads easier to build, increased movement of roads, but learned long ago that upping slow units' moves ruins retreat. Maybe I've just been inattentive, but still can't remember. Kind of bugs me, in that thats a big deal w/ fast units. This kind of takes away from that advantage. Thought it was just fine before."Please don't go. The drones need you. They look up to you." No they don't! They're just nerve stapled.
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Ever since 1.17 unit retreat is chance-based. Editor has that customizeable for the Unit Experience tab.
Yes, I haven't seen units retreat as they would seem like to with their 50%, it seems less, but it works.Solver, WePlayCiv Co-Administrator
Contact: solver-at-weplayciv-dot-com
I can kill you whenever I please... but not today. - The Cigarette Smoking Man
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Oh, is that it? Hmmm...... Wow, that kind of sucks. As far as I was concerned it wasn't really broken before they fixed it."Please don't go. The drones need you. They look up to you." No they don't! They're just nerve stapled.
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Re: Do fast units retreat anymore?
Originally posted by bigvic
Since 1.21 I can't think of a single incident where I've seen a fast unit retreat. Has anyone? Is this no longer the way it works? I think I've seen more great leaders than retreats from combat."Let us kill the English! Their concept of individual rights could undermine the power of our beloved tyrants!"
~Lisa as Jeanne d'Arc
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What constitutes a 'fast' unit: anything with a movement of 2 or more?
I reckon they should go back to the way it was before - it gives these fast units more of an edge (as you would expect them to have)Up the Irons!
Rogue CivIII FAQ!
Odysseus and the March of Time
I think holding hands can be more erotic than 'slamming it in the ass' - Pekka, thinking that he's messed up
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It was too easy before...
Just play the Aztecs, crank out JW's, beeline to mapmaking, build the light house, conquer the world. At least up to Regent or so. Egyptians were over-powered too. The makers should have remembered the multiplayer chariot swarms and put the fix in from the beginning. 50 Retreatable warrior-cost units is just overwhelming under the old rules, especially with the easier population rushing.Got my new computer!!!!
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Yeah, good question. My whole impetus when I first started modding was to allow more movement. Thats where I figured out that, yes, any unit w/ more than 1 movement is a fast unit. But, before the 1.21 mod, retreats worked just fine. Maybe I'm just not seeing it. Have played 1 full game under 1.21, have a couple of halfway finished going now. First was w/ the Babs, no real early war, don't remember any retreats late, though most war was slogging and pounding w/ infantry & artillery. Next game was Iroqois, still playing, but all my attacking units are fast, MW's and knights (in my mod, MW's don't upgrade til cavalry). Can't remember a retreat and have been at war almost since the beginning. Now Got Indians going, have so far avoided war, so no way to tell.
Maybe I've just been inattentive, playing too late at night and all."Please don't go. The drones need you. They look up to you." No they don't! They're just nerve stapled.
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