Amphibious promotion

No boarding penalty is good but still not enough. Maybe plus movement bonus along the rivers?
 
I personally never use Amphibious. I find it's just as easy to land a stack that includes a body 1 adept, next to your target city, cast haste and there's your surprise attack from the sea. If you want/need an early truly amphibious unit, go OO for a few turns and "upgrade" the capabilities of some of your rear echelon warriors. By mid-game water-walking mages do the job nicely.

Personally, I find it more useful to save the slot for Commando.
 
@Darkheart: true if you have body mana & during wartime. During peacetime Hidden Nationality units with amphibious rock: they can attack from a non-HN ship without fear of counter attack the next turn. (although with the HN bug, you can move the ship into the city, the bug kicks all units out of the city on an adjacent tile, attack with the HN unit without need for amphibious, and move out the ship to keep the HN unit safe).
 
Bc1

I tend to use amphibious invasion as a wartime tactic to open a second front when the first starts to stall, or more rarely across multiple cities as an opener to a continental invasion, so yeah it does require a DOW. I can certainly appreciate the HN coastal raider stack though, good ploy. Can you capture a city using HN units?
 
HN units cannot be loaded into non-HN ships (although you might still be able to load an Esus recon uni into a ship and then cast mask)

Neither cities nor units can be captured with HN units
 
I thought it was the other way round, that is... HN units can be carried in non-HN ships, but non HN uniits cant be carried in HN ships... eg you cant use privateers to carry conventional forces. Im not sure though as I don't tend to mix and match... I like to keep my privateers as coastal defenders for exactly the reasons that Bc1 has just outlined. ;)
 
I'm still playing .30F, so it may have changed since; but although HN units cannot capture anything since .25, it is my experience that they *can* be loaded on non-HN ships. Whether that's a bug or feature is another matter. The behavior of non-HN ships with HN units on board is buggy for sure, though.
 
waterwalking doesn't have bwalkonwater or anything, what (file) would i have to change to have amphibious give water walking and can't enter ocean?
 
I think all Lanun units should receive amphibious by default.

its not really on topic but:

Spoiler :
would like that too, but i think not from the start - that would be to much - as special on a building - like another building like lanun harbor

or just specific units - like the boarding party itself

anyway, i think lanun have relly pretty bonuses, i wouldn't say i need another one with them. you have to lower something else for sure for that (like only one pirate cove per city).
 
Yeah, I was just playing around with it, it's a little overpowered to give them all amphib. A few boatloads of warriors and drowns + Raging Seas snared me three Ljosalfar archer-protected cities in a single turn.
 
waterwalking doesn't have bwalkonwater or anything, what (file) would i have to change to have amphibious give water walking and can't enter ocean?

Not sure that you CAN block ocean access through a promotion. The only place I have seen the flag available is in UnitInfos. So you would have to flag every single land unit that might get this promotion with it, but then not even water walking would allow ocean access.
 
xienwolf is correct. Water walking promotion does have <bWaterWalking>1</bWaterWalking>, and if added to any other promotion it would give the same ability, but there is no way to make a promotion prevent a unit from walking on oceans.

(Of course, you could add a pyperturn function to the promotion that kills the unit if it ends a turn in the ocean, if that what you prefer.)
 
cool, i'm just flailing around blindly in the files...

i'm trying to find the part of the pathin algorithm that checks if it's possible to move into a tile
 
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