Trias
Donkey with three behinds
- Joined
- Oct 1, 2008
- Messages
- 594
You avoid scale mismatch between tactical combat and strategic map.
No, you don't. There is still a horrendous scale mismatch between the strategic and tactical map.
You avoid scale mismatch between tactical combat and strategic map.
"1upt is great. If only it weren't 1upt".If you really want to get rid of 1upt it needs to be like Heroes' - a hero/general leading up to X units on one tile. When two armies clash, a tactical map opens up for combat.
But this is a hypothetical question, CIV5 uses 1UPT which can become great, once someone improves the combat AI.
Yeah, the scale between tactical map and strategical maps is different. That is exactly the point.No, you don't. There is still a horrendous scale mismatch between the strategic and tactical map.
SoDs were bad and 1UPT is not a complete solution.
I was thinking whether this will work?:
Units have to follow 1UPT when attacking but are allowed stacking otherwise (moving/standing still)? And if opponent decides to attack stacked units then the other party gets a chance to select one unit from stack which defends against the attack.
The later part of arrangement seems tricky but IMO can be made to a reasonable option.
What do you think?
Unfortunately, we are already 5 (five!) months past release. There isn't any indication that the combat AI will get the requested major improvements.
You do recall that it took 6 (six!) months for the first significant Civ4 patch to vanilla?
Is there something about newer releases that makes some people lose all sense of history and perspective, as well as patience?
The above collection of "arguments" against "SoD" shows why it was so unpopular.
a) "I really have to spend time, thoughts and preparation into war?"
Yes, you have to. That is something unavoidable when wanting to lead an empire.
b) "I really have to stop them? No auto-stop at my city with me happily blowing them away by my 24"-2000bc-rail guns?"
Yeah. SoD's had to be stopped. Which in turn meant you had to decide whether you could do so with one SoD of yours, or whether you would have to split your stack into two (or more) to be successful in stopping theirs.
Which lead to the tactical decision of how to compose any of your stacks. Which lead to the tactical decision of where to engage and where to just allow the enemy to take control. Which was based on strategic decisions about when, where and how many units to produce.
c) "I have never understood how to minimize my losses in a SoD vs SoD battle"
Too bad.
Fighting an enemy SoD involves quite some thought when you're interested in minimizing your losses.
The latter is quite important on the right difficulty level as you would like to keep your defenders or keep your attack going although you will have to heal, drop a garrison in the newly conquered city and so on.
In total, any unlimited stacking system of course has its flaws, too.
In direct comparison, it is much superior, though.
You avoid traffic jams within your own territory.
You avoid traffic jams due to any neutral unit sitting somewhere.
You gain the importance of having to build up a proper economy, enabling you to establish said stack in the first place.
You gain the same tactics on a vertical level which you have on a horizontal level now.
You avoid scale mismatch between tactical combat and strategic map.
I play Civilization since Civ1 on SNES.Let me just say first that I am a semi-veteran of civ and I would also obviously know about stacks of doom. I've played civ 5 a little bit and know that they wanted one unit per tile so to make warfare more realistic, but I'm not convinced I actually seen it as making it worst could some tell me what I'm not seeing?
You do recall that it took 6 (six!) months for the first significant Civ4 patch to vanilla?
Is there something about newer releases that makes some people lose all sense of history and perspective, as well as patience?
Yes, Civ4 did have some technical problems. ATI-bug and MAF come to mind immediately.
But I lack any memory of emergency changes to key design elements like diplomacy, nor do I remember the widespread request for substantial changes of the combat system.
Civ IV vanilla was a good game: challenging, playable and considerably better balanced than the latest offering.