Topic: Post bugs which should be fixed in build21
hessenfarmer |
Posted at: 2019-08-21, 08:03
the point for me was that this behaviour could be used to counterattack and survive even a big but uncautious attack. I think with the new select attacker feature one could manage more cautious attacks to prevent this happen. So I don't see the need to change something here. If someone is uncautious enough he needs to pay the prize. So still I am not convinced. Top Quote |
JanO |
Posted at: 2019-08-21, 08:07
Maybe soldiers should get a small visions range (2 or 3) so they find roads not only if they precisely step onto them. Top Quote |
Nordfriese |
Posted at: 2019-08-21, 10:37
I agree with hessenfarmer. I consider counterattacking to conquer the attackers´ milsite a strategy, not a bug. +1 for letting soldiers deliberately look for own flags in their vision range though. Top Quote |
GunChleoc |
Posted at: 2019-08-21, 17:58
They actually already do so like all workers that become fugitive, at 4 * vision range - see Busy indexing nil values Top Quote |
Nordfriese |
Posted at: 2019-08-21, 18:43
Yes, but every found flag is ignored with 50% chance, and then again with a chance that depends on the distance to the flag compared to the closest flag found. This causes the worker to ignore a lot of flags and makes it look as if he only had a tiny bias towards his homeland (and also towards isolated flags that may remain after a defeat…) Edit: and I´d suggest that the worker checks whether a nearby flag is connected to a warehouse before considering whether to move towards it Edited: 2019-08-21, 18:44
Top Quote |
hessenfarmer |
Posted at: 2019-08-21, 18:50
+1 for looking for a warehouse and +1 for increasing the chance not to overlook a flag Top Quote |
stonerl |
Posted at: 2019-08-21, 19:07
+1 Top Quote |
WorldSavior |
Posted at: 2019-08-21, 19:23
Why not a bug? Soldiers can even attack buildings which are 25 fields away (precisely), which is out of any vision range. Sometimes they walk even further. So why should a soldier not return somewhere in his settlement instead of running around like a headless chicken? A question would be where the soldier should go, though.
Maybe it would be better if the soldier would not wander randomly around - couldn't the soldiers be misused as very useful scouts if you just don't let them vanish?
At the other hand the building can just be dismantled before being conquered, so in many cases there will be a dismantlesite, and when the building turns into a dismantlesite the soldiers will return to it. Wanted to save the world, then I got widetracked Top Quote |
niektory |
Posted at: 2019-08-21, 23:54
This reminds me, I've actually abused wandering carriers for scouting (though usually unintentionally). Just build a road along the border and then destroy it. If there are no flags nearby some carriers will wander off outside your territory. Bam, free scouting! Top Quote |
WorldSavior |
Posted at: 2019-08-22, 19:39
Good that you mention it. Maybe carriers shouldn't wander that randomly around neither. (At the other hand it's not exactly "free scouting", because it requires space, attention and clicks ) Wanted to save the world, then I got widetracked Top Quote |