There are a few ways that, as a human player in CTP2 that you can figure out information that you shouldn't ordinarily have... that is...
1) Knowing "where" cities are
2) Knowing if an enemy city is defended
3) Knowing "where" enemy army/units are
The exploits are largely based around the pathing/attack display (will react "truthfully" to unseen/unknown influences,) and the behavior of right click on terrain where it contains an invisible and/or unseen unit.
I'd consider it a bug that you can gain information like this. Its a fairly major exploit.
I'd like to take it just one step forward, though...
I think that invisibility should be "improved" so that not only are the units "invisible" based on visibility classes but that they have a special feature... if movement moves over an "invisible" unit then it will be displaced (unless it doesn't have a valid square to move to.) If the original square becomes available again, then it will move back there.
This special condition should only last until
1) its seen by an enemy unit able to spot it, or,
2) it uses a special ability or action of any type (attacks, enslaves, etc)
We might wish to make disguised trade vessels that have special visibility classes, and limited cargo types... like being able to carry one unconventional unit, say...
Although they'd be good for spying/exploration too...
1) Knowing "where" cities are
2) Knowing if an enemy city is defended
3) Knowing "where" enemy army/units are
The exploits are largely based around the pathing/attack display (will react "truthfully" to unseen/unknown influences,) and the behavior of right click on terrain where it contains an invisible and/or unseen unit.
I'd consider it a bug that you can gain information like this. Its a fairly major exploit.
I'd like to take it just one step forward, though...
I think that invisibility should be "improved" so that not only are the units "invisible" based on visibility classes but that they have a special feature... if movement moves over an "invisible" unit then it will be displaced (unless it doesn't have a valid square to move to.) If the original square becomes available again, then it will move back there.
This special condition should only last until
1) its seen by an enemy unit able to spot it, or,
2) it uses a special ability or action of any type (attacks, enslaves, etc)
We might wish to make disguised trade vessels that have special visibility classes, and limited cargo types... like being able to carry one unconventional unit, say...
Although they'd be good for spying/exploration too...
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