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Slaver Unit Overpowered

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  • #16
    you can always build city walls but I agree to keep special units away can be a nuisance - but hey, that's the main reason behind them...

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    • #17
      thats the main reason yes, but in history they were just executed if caught in the act (goes especially for spies), thats it. other country declaring they don't know that person. no war.

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      • #18
        Play with the death chnace of the attack in the units.txt. The way I understand it if you set it to 1 your slaver will be executed if it fails to catch a slave. Haven't tried this though. But then whatabout a slaver just retreating without catching a slave because someone spotted him and he just ran off? The game functions rather reasonable in that sense.

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        • #19
          well, thats not what i mean, what i mean is:
          my spies or whatsover spot somebody elses spies or whatsoever on my grounds:
          i want a chance to get rid of them without going to war or having him back 2 rounds later

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          • #20
            What you could do is adjust the expel order for special units ( but of course not include diplomats and settlers) and have it kill the unit instead of expel it. That's what you'd want, isn't it?

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            • #21
              yes, i think, thats what i want, have to think about it

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