This is a post a made a long time back before the source code was released (or even thought about being released)
Original Thread is here: http://apolyton.net/forums/showthrea...threadid=70092
Anyway, retreat at the moment is hugely flawed, but with some work could be made into a very good feature
One thing it should never be is 100% successful IMO (i.e. Unit health represents military number, so health decreases to represent loss of units)
another very interesting point mapfi mentioned in that old thread was
Now this is ridiculous but true
Example, in real life, if your city had a garrison of 100,000 troops, which included seige weapons, archers, footmen etc, and you where attacked by a band of 100 barbarians
You would hardly send all 100.000 units to the battle to defend
Something has to be done about this, maybe small unit amounts get attacked and retreat/get anhilated before getting to attack the city, due to bombard/long range units in city + city defences (Ballista towers etc [Although i find this quite an odd city improvement for all civs, but thats a different issue])
Or maybe when you are attacking, only the neccessary participating defending units are displayed in the battle window (and if u attack with one puny unit, this will likely only be one unit displayed, maybe only even some bombard/long range units.)
But the fact you can find out the exact details of entire city defences, simply by attacking and retreating (or attacking and dieing) is utterly unrealistic and ridiculous.
Its pure annoying in mplay and makes the AI un-necessarly weaker.
Thanks for listening, and I hope strongly that both the (Retreating) and (Revealing of all units) will be fixed
-SMIFFGIG
Retreat option is just one big bug
Well other than the fact the AI is unable to use the option granting the human play a stupidly big advantage. You can abuse the retreat system so easily
eg. I havent got a spy so i just attack a city and retreat immediatly and hey presto, i can see every single unit in the city and what they all are, plus my one unit is still alive as i retreated straight away. There is no morale system in the game, that would help a tiny bit but still no where near enough. I think if possible the retreat option should ONLY be available for defending players (im not sure if this can be done) and even better the current retreat system (that activision must have tottaly rushed into CtP2) total scrapped. Could it be done randomly using SLIC. This would be more realistic (random) as in battles there aint 100% chance of a successful retreat 100% of the time as currently is. Also it would make the stupid spying/retreat bug obsolete.
Well other than the fact the AI is unable to use the option granting the human play a stupidly big advantage. You can abuse the retreat system so easily
eg. I havent got a spy so i just attack a city and retreat immediatly and hey presto, i can see every single unit in the city and what they all are, plus my one unit is still alive as i retreated straight away. There is no morale system in the game, that would help a tiny bit but still no where near enough. I think if possible the retreat option should ONLY be available for defending players (im not sure if this can be done) and even better the current retreat system (that activision must have tottaly rushed into CtP2) total scrapped. Could it be done randomly using SLIC. This would be more realistic (random) as in battles there aint 100% chance of a successful retreat 100% of the time as currently is. Also it would make the stupid spying/retreat bug obsolete.
Anyway, retreat at the moment is hugely flawed, but with some work could be made into a very good feature
One thing it should never be is 100% successful IMO (i.e. Unit health represents military number, so health decreases to represent loss of units)
another very interesting point mapfi mentioned in that old thread was
Even without the retreat option you only have to sacrifice one little weak unit to look what's inside a city. That's the way it's done in MP
Example, in real life, if your city had a garrison of 100,000 troops, which included seige weapons, archers, footmen etc, and you where attacked by a band of 100 barbarians
You would hardly send all 100.000 units to the battle to defend
Something has to be done about this, maybe small unit amounts get attacked and retreat/get anhilated before getting to attack the city, due to bombard/long range units in city + city defences (Ballista towers etc [Although i find this quite an odd city improvement for all civs, but thats a different issue])
Or maybe when you are attacking, only the neccessary participating defending units are displayed in the battle window (and if u attack with one puny unit, this will likely only be one unit displayed, maybe only even some bombard/long range units.)
But the fact you can find out the exact details of entire city defences, simply by attacking and retreating (or attacking and dieing) is utterly unrealistic and ridiculous.
Its pure annoying in mplay and makes the AI un-necessarly weaker.
Thanks for listening, and I hope strongly that both the (Retreating) and (Revealing of all units) will be fixed
-SMIFFGIG
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