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DEBUG/DESIGN: Should an army containing cavalry be able to attack Mountain w/o road

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  • DEBUG/DESIGN: Should an army containing cavalry be able to attack Mountain w/o road

    There is a little design decision needed to solve a CtP2 bug, noted by Maq.

    Originally posted by Maquiladora


    So basically,

    1. When a 12 Cavalry stack attacks a mountain city and they win, they wait outside and dont capture the city, just kill the enemy units inside.

    2. When 6 Cavs and 6 Infanrymen attack a mountain city and win, all the stack moves inside, then the Cavalry die and the Infantryman capture it. (if theres any remaining from the battle).

    3. When 12 Cavalry attack 6 Infantrymen on a mountain in the open and the Cavs win the Cavs dont move onto the mountain BUT they keep all their MOVE points but they cant ATTACK again in that turn.

    Maybe Cavalry shouldnt even be able to actually attack the mountain city to begin with.
    The thread is here.

    This is a poll intended to find a consensus as to the solution.
    32
    Can't attack tiles they can't move to
    50.00%
    16
    Can attack tiles they can't move to but stay where they are
    18.75%
    6
    Can attack tiles they can't move to but (invalid units) die
    0.00%
    0
    Invalid units are left behind, valid units attack (complex solution prolly)
    15.63%
    5
    Transform units into a banana good
    15.63%
    5

  • #2
    Incidentally, I believe a road, railroad, maglev or undersea tunnel, depending on the terrain and tech level, should be left on the tile of the city, if its raised due to attack, provided that at least one tile is roaded/railed/whatever adjacent to the raised city tile.

    Comment


    • #3
      Can't attack tiles they can't move to
      "Kill a man and you are a murder.
      Kill thousands and you are a conquer.
      Kill all and you are a God!"
      -Jean Rostand

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      • #4
        Seconding Pedrunnia and Senor Baggins.
        Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
        CtP2 AE Wiki & Modding Reference
        One way to compile the CtP2 Source Code.

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        • #5
          It is logical for me that a location to that you can't move you can't attack, of course given you don't have units with bombard ability. But in that you case you bombart that location and don't attack it. At least this is a difference in CTP2. So my vote goes to:

          Can't attack tiles they can't move to

          -Martin
          Civ2 military advisor: "No complaints, Sir!"

          Comment


          • #6
            opps i mis-read the second option as 'Can't' when it says can - so i would vote for the first one
            'The very basis of the liberal idea – the belief of individual freedom is what causes the chaos' - William Kristol, son of the founder of neo-conservitivism, talking about neo-con ideology and its agenda for you.info here. prove me wrong.

            Bush's Republican=Neo-con for all intent and purpose. be afraid.

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            • #7
              i think if we assume the city has a road and the units attack from a road then we should assume the road stays after the city is captured. In which case they could attack the city. But to be fair perhaps they should get a penalty and a warning they are getting that penalty?

              In conclusion i choose bananas!
              Allways vote banana, its high in potassium!

              Comment


              • #8
                That's a difficuilt question if a road should be left when the city is destroyed, well you could argue that at least some ruins should be left. So what is the current behaviour?

                -Martin
                Civ2 military advisor: "No complaints, Sir!"

                Comment


                • #9
                  Can't attack tiles they can't move to. If there is a road there, then all units can move there, so they can attack.
                  Even when a city is destroyed, the road are still there. If we consider road damage, we go into too much details.
                  "Respect the gods, but have as little to do with them as possible." - Confucius
                  "Give nothing to gods and expect nothing from them." - my motto

                  Comment


                  • #10
                    Can't attack where they can't move.

                    But make cities always count as roads and make a road remain where razed cities were, so that stacks could attack and take cities in mountains.
                    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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                    • #11
                      If there is a road up to the mountain city then Cavalry can ride up the road and attack the city; if they win they move into and take the city as normal; if the city is destroyed, the Cavalry die.

                      If there is no road then the Cavalry cannot attack; any army containing Cavalry (etc.) should not be allowed to attack (similar to invalid bombard etc.)(and a message could automatically pop-up explaining the situation)
                      ·Circuit·Boi·wannabe·
                      "Evil reptilian kitten-eater from another planet."
                      Call to Power 2 Source Code Project 2005.06.28 Apolyton Edition

                      Comment


                      • #12
                        If cities leave roads, then this leads to an abuse of building roads by building/disbanding cities. The obvious solution to that is to make city building cost PW (which seems reasonable).

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                        • #13
                          Originally posted by J Bytheway
                          If cities leave roads, then this leads to an abuse of building roads by building/disbanding cities. The obvious solution to that is to make city building cost PW (which seems reasonable).
                          Just make it so it doesn't leave a road when a city is disbanded

                          How about a city that is destoyed leaves behind ruins that act as a road, but have a 1.0 movement cost? They would disappear in time. I know theres already some good druined city sprites around.
                          "

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                          • #14
                            i think horsemen should be able to move onto mountains but substain health loss. to represent loss of troops (different on terrain) and this should be appllied to other terrains and units differently (desert. marsh etc)

                            e.g.
                            Should tanks be able to move over marshland without loss ?
                            Should cannons be able to cross Jungle without loss?

                            etc
                            Oxygen should be considered a drug
                            Tiberian Sun Retro
                            My Mod for Tiberian Sun Webmaster of
                            http://www.tiberiumsun.com

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                            • #15
                              Originally posted by J Bytheway
                              If cities leave roads, then this leads to an abuse of building roads by building/disbanding cities. The obvious solution to that is to make city building cost PW (which seems reasonable).
                              IIRC cities do not leave roads(/railroads/maglevs).
                              ·Circuit·Boi·wannabe·
                              "Evil reptilian kitten-eater from another planet."
                              Call to Power 2 Source Code Project 2005.06.28 Apolyton Edition

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