[1.20] Attacking a Monster (or city or anything for that matter) & Declaring War at the Same Time - Bug

1.19m issue where attacking a monster in an enemy ZOC (thus dual actions of declaring war and attacking a monster) causes an anomoly:

Altar teabagging bear:

Bear teabagging Altar - bear wins!

4,333 views 4 replies
Reply #1 Top

1.19m issue same game:

Reply #2 Top

Forgot the debug from same game - copied it while game is still playing: http://dl.dropbox.com/u/19969679/Elemental/119m/UDFv0.1d/debug_weirddoublestacks.err

Thought I'd throw it in to see if it helps you guys track it down. Thanks.

Reply #3 Top

1.20 issue here (betatesting the Distinct Factions mod but this applies to vanilla as well):

  1. Turn 11
  2. Kraxis SOV correctly moved into his capital to defend as Kael neared the capital
  3. I moved Kael 4 tiles away (Kael has 4 mp) so he could strike Kraxis capital if Kraxis sov left capital - wanted to see if he would leave
  4. Spouse is not geared at all - FIRST PROBLEM
  5. Kraxis SOV left his capital which gave Kael the opportunity to strike - SECOND PROBLEM (sov should not have moved away)
  6. Kael moves in to strike the capital - and enter in THIRD PROBLEM (the action of declaring war via moving a unit into enemy ZOC cancels possible subsequent actions)
  7. Kael moves to attack settlement so two actions happen:
    1. declare war box opens - said yes
    2. instead of attacking city Kael moves on top of the city thereby causing two further problems:
      1. it will be another turn before I can attack
      2. in that time his sov will move back in and the peon will be completed to garrison

Saves (post attack move and prior 2) - http://dl.dropbox.com/u/19969679/Elemental/120/120_UDFv01n_CAPITAR_ZOCATTACK_10to11.zip

1. Spouse not geared 2. AI left his city open for taking 3. subsequently saved by the mechanic problem of declaring war and attacking in same action.

Shot showing Kael sitting on top of Kraxis capital instead of pwning it.

To show what happens if I declare war manually via diplomacy screen and then attack I reloaded the turn 10 game. Declared war via diplomacy screen and then attacked city. Results below. Kraxis is now capital-less on turn 11.

http://dl.dropbox.com/u/19969679/Elemental/120/120_UDFv01n_CAPITAR_11_v2.EleSav

 

Reply #4 Top

Brad/Darek - I recommend the following for spouses:

  • They are unmoddable, correct?
  • Can they be changed to be moddable?
  • Spouses do not wander and they are not max geared throughout the game - it appears they get some token gear waaaaaaaaaaaaaaay beneath existing tech levels of the player which means they're never a challenge
  • All of this leaves them as baby factories only - which is lame, their defense of the capital is horrible. If they were tougher it would help counter early game rushing like I documented above.
  • From a design standpoint can you please treat them as a moddable guardian unit of the capital city? What I mean is, can they defend the capital by being geared appropriately based on difficulty level (i.e. if higher difficulty they have better gear)? If not hardcoded, allow the mod community to mod the units to consider doing something with these units?
  • A human player of an AI faction would gear the sovs, spouses, and champions especially considering the resource buffs they get on harder difficulty levels.

The Distinct Factions mod I'm testing would be even better (it's already awesome) if Impinc/Kenata could mod those units and add custom gear and stuff to the spouses. I'd love to see enemy capitals be much harder to conquer early game. In GalCivII the player could not rush an enemy homeworld because of 1. distance 2. techs needed to actually invade a planet. We need something like that in this game. Just my opinion of course.

Thanks.