Search found 898 matches

by Corbeau
Tue Jan 15, 2019 10:28 pm
Forum: General discussion
Topic: Effectively a bug: unit disbandment during peace
Replies: 13
Views: 499

Re: Effectively a bug: unit disbandment during peace

Well, if we are making a wishlist, borders shouldn't move at all except by player action, whichever that is: units placing flags or some new interface, and that should include the border between allies.
by Corbeau
Tue Jan 15, 2019 3:47 pm
Forum: Art and tilesets
Topic: Art, worth it?
Replies: 27
Views: 932

Re: Art, worth it?

I wouldn't want to put you down, but for a tileset with new units to be played, some ideas about what to do with those units have to exist. In short, ruleset usually goes before the tileset. Did you have in mind properties that the new units would have? That said, I do have an idea lurking in my hea...
by Corbeau
Sun Jan 13, 2019 1:23 am
Forum: Wishlist
Topic: trireme on land exploit
Replies: 12
Views: 484

Re: trireme on land exploit

I see no logic now. Solution is simply - if you want to defend your trireme, unload unit, maybe fortify it to move forward, load again. So you would want the behavior of unloading defenders after every trireme move, and loading them before each move, to exist as micro-management task for the user, ...
by Corbeau
Thu Jan 10, 2019 12:09 am
Forum: General discussion
Topic: Possible bug with tech upkeep
Replies: 1
Views: 270

Possible bug with tech upkeep

I'm running a test game. I toggled AI and set timeout so that the game runs for a while, then re-toggled myself back in. Now I'm running Despotism with 0% Science and for a few turns I've been losing tech due to unmet upkeep. And the numbers are very wierd. For starters, divider is 1000 and tech_upk...
by Corbeau
Tue Jan 08, 2019 12:30 pm
Forum: General discussion
Topic: Q: Does damage affect bombard rate?
Replies: 9
Views: 234

Re: Q: Does damage affect bombard rate?

average damage to an unfortified unit in open field would be only twice as much than to a unit in a city on the hill behind walls. Right, but if we assume that attacker didn't conquer town in one turn (because bombarding units are slow), it is not favorable for defender to use bombarding units agai...
by Corbeau
Tue Jan 08, 2019 12:54 am
Forum: General discussion
Topic: Q: Does damage affect bombard rate?
Replies: 9
Views: 234

Re: Q: Does damage affect bombard rate?

With the current bombard mechanics, low A and high BR makes for bigger differences between low and high defence values. With, say, A: 6 and BR: 3 , average damage to an unfortified unit in open field would be only twice as much than to a unit in a city on the hill behind walls. However, with the num...
by Corbeau
Mon Jan 07, 2019 1:14 pm
Forum: General discussion
Topic: Q: Does damage affect bombard rate?
Replies: 9
Views: 234

Q: Does damage affect bombard rate?

When a unit is damaged, its movement is hindered, more or less proportionally. Also, it's combat readiness is decreased simply because, with less HP, it will die sooner and inflict less damage on the opponent. But what about Bombard Rate if the unit has a "Bombarder" flag? Is it in any way...
by Corbeau
Thu Jan 03, 2019 2:18 pm
Forum: General discussion
Topic: Effectively a bug: unit disbandment during peace
Replies: 13
Views: 499

Re: Effectively a bug: unit disbandment during peace

You missed the "Peace" part.
by Corbeau
Thu Jan 03, 2019 1:28 am
Forum: General discussion
Topic: Effectively a bug: unit disbandment during peace
Replies: 13
Views: 499

Effectively a bug: unit disbandment during peace

When going from Armistice to Peace, all units in the other nation's territory are disbanded.

However, this is what just happened: some of my units were along the border, on my territory. And then my neighbour's city grew, the border moved and my units ended up disbanded without really moving.
by Corbeau
Thu Jan 03, 2019 1:25 am
Forum: Tech support
Topic: HEX ISO vs HEX overhead
Replies: 7
Views: 365

Re: HEX ISO vs HEX overhead

cazfi wrote:Well, rotating world 60 degrees would result in a world map that is a 60 degrees rotated square. Currently we have edges of the world (on screen) going horizontally and vertically, not diagonally.


If you choose isometric tileset, the edge of the world will be diagonal.