AI Stacking UNITS how????? And canI.....??

chrono_croz

Chieftain
Joined
Jun 20, 2020
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I have run into a problem where the AI can stack as many units as it likes in a city, it will have an archer, horse archer, swordsman, spearman, chariot and catapult. ALL IN ONE CITY TILE!!!!! I have reset everything in the game back to default and tried doing a fresh install. No matter what I do this is constant in every game I start.
 
That's really weird. I've seen this happen sometimes when AI produces a unit in a city already defended by another one but never more than two and never for more than one turn.

Can you post a screenshot?
 
It is an issue when the city is surrounded, sure. The units have nowhere to leave.
I had similar issue last game [GS], as embarked units shown incorrect moves on land. I moved the most only to find out that my units are stacked on the same hex with no more moves. But that's a bug in pathfinding not a cheat.

You can mod the units per tile out easily btw.
 
It is an issue when the city is surrounded, sure. The units have nowhere to leave.
I had similar issue last game [GS], as embarked units shown incorrect moves on land. I moved the most only to find out that my units are stacked on the same hex with no more moves. But that's a bug in pathfinding not a cheat.
Nah, I've seen it happen many times where the AI unit had valid moves it could make out of the city, but instead preferred to attack, leaving multiple units stacked in the city at the end of the turn. Whereas the player is not allowed to attack with a unit in a city until the additional unit(s) have moved out first, even if there are no valid moves it can make without attacking. When the AI has different rules than the player, that's called cheating.
 
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The other day I was attacked by (iirc) two crossbows out of the same city center. I'm not sure how it happened but it sure was frustrating. Whether it's a bug or a cheat it has the ability to break the game.
 
I'm pretty sure that can sometimes happen when one of your units is occupying the tile that has their (destroyed) encampment.
 
Break the game?

Can you explain how?

If you end up in a situation where two units are sharing the same tile (this usually only occurs during when a city completes a production of a unit, and cannot move the unit out of the city because there are other units surrounding it), then the two units cannot attack and MUST move (you cannot end your turn), either forcing you to delete one unit or moving one of your units out of the center somehow.

The reports indicate the AI is capable of using and ATTACKING with those units without having to unstack the stack.
 
If you end up in a situation where two units are sharing the same tile (this usually only occurs during when a city completes a production of a unit, and cannot move the unit out of the city because there are other units surrounding it), then the two units cannot attack and MUST move (you cannot end your turn), either forcing you to delete one unit or moving one of your units out of the center somehow.

The reports indicate the AI is capable of using and ATTACKING with those units without having to unstack the stack.

Yes, I got that.

My point is, its hardly game breaking. Maybe makes it more interesting, if anything.
 
Yes, I got that.

My point is, its hardly game breaking. Maybe makes it more interesting, if anything.

It is game breaking because it's not supposed to work that way, as it only affects the AI, not the human player,

Additionally, it is without a doubt a bug, it is not by design.

Also, the 2 units 1 stack is game breaking as it often turn blocks you if it occurs to you, wihile the AI gets away with using it to their advantage. Fairly sure neither is by design.
 
It is game breaking because it's not supposed to work that way, as it only affects the AI, not the human player,

Additionally, it is without a doubt a bug, it is not by design.

Also, the 2 units 1 stack is game breaking as it often turn blocks you if it occurs to you, wihile the AI gets away with using it to their advantage. Fairly sure neither is by design.

Not by design is not the same as game breaking. Nor is a bug.

Or maybe ‘game breaking’ has an ever widening definition just like ‘op’ does.
 
Not by design is not the same as game breaking. Nor is a bug.

Or maybe ‘game breaking’ has an ever widening definition just like ‘op’ does.

To me GameBreaking means = prevents the game from functioning properly. I.e turn-blocking.
 
This is a bug that clearly breaks the One Unit Per Tile rule. If that isn't "game breaking" maybe water isn't wet and we should just argue about everything instead of playing video games.
 
This is a bug that clearly breaks the One Unit Per Tile rule. If that isn't "game breaking" maybe water isn't wet and we should just argue about everything instead of playing video games.

Then the game is broken beyond all hell... so how are you able to play?

I’ve got several games going at once... maybe I’m on a different patch.
 
Game breaking normally refers to the game becoming either unplayable or losing any meaning (an example of the second meaning is like if you get an exploit that gives you infinite resources etc so the game becomes too easy). The AI cheating and gaining minor advantage isn't what I'd call game breaking. Cheating for sure, but it's not like it would make game unwinnable or anything. Don't know abiut these days, but AI used to cheat all the time in games. Probably easier to program that way.
 
I thinks this is OK. Imagine that, the game just follow the 1UPT rule, and they just popped the new unit of the fully surrounded and besieged AI city, out of the city. And the AI begin to attack and destroy your rear weak catapult units by one turn...
 
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