Some air units related oddities
Re: Some air units related oddities
I very much like the civ iii/civ iv air combat system, but many of these issues could be solved by changing action enablers. Diplomats bribing air units could be disallowed unless in a city, and the moving of air units to tile occupied by land units could be allowed (to engage in combat with land units, you would have to use the do combat command, instead of moving into the target's tile).
Civ 3 tileset: viewtopic.php?t=92953
3d Irrlicht desktop client development: viewtopic.php?t=92289&start=20
3d Irrlicht desktop client development: viewtopic.php?t=92289&start=20
Re: Some air units related oddities
It's also odd that units on the ground are always able to see stealth fighters and stealth bombers that are in an adjacent tile, even when the stealth aircraft is flying. It's amazing how spear-throwing warriors are able to see stealth aircraft flying up high.
Re: Some air units related oddities
Would you want some ruleset setting to change that? Not sure what kind of usability issues that would cause if the warrior then tries to move to the tile where the aircraft is, unknown to it (especially if the aircraft is not unreachable, but something that the warrior would be able to attack)samdef wrote: ↑Sun Sep 11, 2022 9:35 am It's also odd that units on the ground are always able to see stealth fighters and stealth bombers that are in an adjacent tile, even when the stealth aircraft is flying. It's amazing how spear-throwing warriors are able to see stealth aircraft flying up high.
Re: Some air units related oddities
Maybe the warrior should be able to move to the tile, regardless of whether there is an airplane there. In real life, flying aircraft do not hind the movement of troops on the ground except to the extent that they attack them. I believe someone on this forum pushed this bug to the extreme, using balloons to pin down enemy units and isolate their cities.
Civ 3 tileset: viewtopic.php?t=92953
3d Irrlicht desktop client development: viewtopic.php?t=92289&start=20
3d Irrlicht desktop client development: viewtopic.php?t=92289&start=20
Re: Some air units related oddities
AFAIK CivII submarines work like this: even from adjacent tiles most enemy units don't see them, but if one tries to move on their tile, the submarine is revealed and the unit stops; then its owner may let it be or attack. Programming that would require some kind of a list/bitfield structure "Revealed to" attached to a unit, I have once thought about it but that's a thing for a better planning.
Re: Some air units related oddities
With civ 3 and 4 subs, a unit can go to the tile with the sub, but if you can't see it, the units coexist. Only if you can see a unit can you attack it.
Civ 3 tileset: viewtopic.php?t=92953
3d Irrlicht desktop client development: viewtopic.php?t=92289&start=20
3d Irrlicht desktop client development: viewtopic.php?t=92289&start=20
Re: Some air units related oddities
Another topic that gets discussed and forgotten.cazfi wrote: ↑Sun Sep 11, 2022 9:47 am
Would you want some ruleset setting to change that? Not sure what kind of usability issues that would cause if the warrior then tries to move to the tile where the aircraft is, unknown to it (especially if the aircraft is not unreachable, but something that the warrior would be able to attack)
Re: Some air units related oddities
Some additional ideas:
1. One could consider just implementing layers as a third dimension - that is you jut add z as another coordinate. Vision would then work in the same way as it does now - you just calculate the metric and compare to what the unit is capable of. Movement (and attack) would be similar but subject to enablers (and 'terrain type').
'2. Ocean layers (for submarines) surface, sub surface, shallow, deep, but these (and other layers) should be defined in the terrain ruleset.
4. Terrain altitude could be part of this layering system, but it implies that one wants asymmetry. This could wait for second generation.
1. One could consider just implementing layers as a third dimension - that is you jut add z as another coordinate. Vision would then work in the same way as it does now - you just calculate the metric and compare to what the unit is capable of. Movement (and attack) would be similar but subject to enablers (and 'terrain type').
'2. Ocean layers (for submarines) surface, sub surface, shallow, deep, but these (and other layers) should be defined in the terrain ruleset.
4. Terrain altitude could be part of this layering system, but it implies that one wants asymmetry. This could wait for second generation.
Re: Some air units related oddities
Yeah, don't see a ticket for that.
Or if you meant that people here (at the forums) should raise that up, you just did.