My trireme can't attack (related to being in a city?)

beestar

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I've had a weird situation in a recent Archipelago game where my triremes don't seem to want to attack enemy triremes.

I think this only happens when the trireme is inside my city, and it's attacking an adjacent (enemy) trireme. I get the odds of victory at the bottom left, but clicking on the target tile doesn't move my trireme.

Moving the trireme out of the city and then attacking from a different hex seems to work sometimes (it's not consistently reproducible, or maybe i'm doing something slightly different?)

P.S. England on an Archipelago map is just unfair - with that commerce SP I've got triremes with 8 move!
 
I think I've seen that before too, with trying to use melee naval units from a city to attack units outside.
 
I think this happens when you have more than one military naval unit stacked inside a city. Even if you are guaranteed to destroy the enemy unit, the melee unit can't "risk" failing to move and breaking the 1 UPT rule. The same problem occurs with melee units in cities. Of course, if you can't get out of your city to begin with, this bug is all the more stupid... but that is probably the issue.
 
Biologist's explanation makes total sense to me. However in this case I'm 99% sure that I only had a single naval military unit in the city.

Unless it's some weird bug where Great Admirals or land units are accidentally being counted?
 
Biologist's explanation makes total sense to me. However in this case I'm 99% sure that I only had a single naval military unit in the city.

Unless it's some weird bug where Great Admirals or land units are accidentally being counted?

Great Admiral is a naval unit.
 
Great Admiral is a naval unit.

A great admiral is just another great person. There are no great person stacking issues with military units.

Can we see screenshots?
 
If it's the stacking unit thing, then it's true for melee land units too. If you're traveling through enemy territory and move into unseen territory you sometimes end up stacked. If you also find an enemy unit adjacent, you can't attack even if you pretty much 100% will kill it, cos the computer can't handle the chance that you attack, and don't kill, leaving you stacked. Incidentally, I've once had to delete a unit cos I got trapped stacked with no way to get unstacked that turn (crowded mountain pass).
 
Here's a save and a screenshot. I'm not allowed to move directly NE to attack the Greek trireme - note the target tile is a red circle, without the "1" that it would normally have, and the crossed-swords 'attack' icon is greyed out.

If I move out of the city W, NE (to not lose all my moves by ZOC) then I can successfully attack the trireme by moving east.

There's a stacked archer which already took its turn.

It turns out I didn't have a Great Admiral there after all.
 

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Here's a save and a screenshot. I'm not allowed to move directly NE to attack the Greek trireme - note the target tile is a red circle, without the "1" that it would normally have.

If I move out of the city W, NE (to not lose all my moves by ZOC) then I can successfully attack the trireme by moving east.

There's a stacked archer which already took its turn.

It turns out I didn't have a Great Admiral there after all.

Move west, then northeast, then attack. Of course, you'll be flanked.
 
I agree this is a way of successfully attacking (see above). However, I'm still not understanding why I can't directly attack out of the city ...

It's because of the archer inside the city. It's the same stupid bug as with melee land units.
 
Does it always happen? Maybe it gets confused and thinks since a naval melee unit is in a city which is technically a land tile, it's not allowed to attack something in the water. :crazyeye:
 
More data:

Moving the archer out of the city allows my trireme to attack NE as desired.

As expected, moving the archer 1E ends the archer's turn due to the Greek trireme's ZOC.
 
More data:

Moving the archer out of the city allows my trireme to attack NE as desired.

As expected, moving the archer 1E ends the archer's turn due to the Greek trireme's ZOC.

Seems like you might have two bugs in one. I'm fairly certain naval units aren't supposed to assert ZoC over non-embarked land units.
 
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