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Gameplay flaw with tile blocking

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10 years ago
Apr 10, 2015, 3:23:26 AM
Today I came across a big problem with how ruins/hovels block terrain. I was unable to use my army to help my city because a minor faction hovel was between me and the sieging army on a land bridge of width 1. Here is the screenshot.





As you can see, I could not attack the army, and I couldn't get inside the city. There was nothing I could do. I know that you're thinking, just sail around. I did not have the tech to embark my army. I'm not saying this is a bug, but a design flaw. You can walk through those structures but not end on one. My initial thought is that we should be able to land on those tiles.
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10 years ago
Apr 12, 2015, 6:55:53 PM
SandCannon wrote:


As you can see, I could not attack the army, and I couldn't get inside the city. There was nothing I could do. I know that you're thinking, just sail around. I did not have the tech to embark my army. I'm not saying this is a bug, but a design flaw. You can walk through those structures but not end on one. My initial thought is that we should be able to land on those tiles.




hmm, that's a pretty good point there... still, just from a tactical perspective, it could be said that the ai ingeniously out played you. If only that were the case...
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10 years ago
Apr 13, 2015, 6:31:15 AM
Haha, yeah that's some sick AI code. smiley: smile



The irony is that my units are ranged.



Now that I think about it, the proper solution might be to adjust the map generation pass. So, when it's placing villages and ruins, it checks for this case where it would block passage. Water on 2 opposing sides and land on some opposing sides.
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