Capturing annoyance

Seont

Chieftain
Joined
Dec 18, 2006
Messages
90
i didn't want to start a new thread for this, but couldn't find an appropriate place to add it.

Anyway, to the point. Is there a reason why captured units don't spawn in the tile where the capturer is? what i mean is if my ranger attacks a bear and captures it, i get a ranger and a captured bear in the tile where the bear was and thats fine, but if the bear attacks my ranger, the bear becomes a captured bear in his tile, not where my ranger is(unless another enemy unit is already there). and it never fails, a barbarian or another animal, will be right beside that bear, it will be the only dang bear/gorilla left alive in the game cause the AI killed all the others, and since its still the barbarians turn, it will be killed by this barbarian, since there is noone to protect it and its weakened from being captured.

so is this done for a reason? could it be fixed? To be honest i don't think i will ever see the grand menagerie if something isn't done.(never, ever been able to capture a gorilla and a bear in the same game no matter how hard i try)

Its actually not just animals, but werewolves and i also believe slaves(not sure). For the werewolves i can almost understand it, since you aren't being captured, but turned. but atleast for anything being captured shouldn't it spawn/be moved to where the capturer is?

I apologize if i sound curt, terra map with raging barbs and the last 7 wolves i've tried to capture have been killed before i could protect them since they attacked me. Got a little frustrated.
 
The problem with this is that I only have 2 choices for where to put the unit (without writing something more complex to handle this). I can either put the captured unit in the winners tile, or in the losers tile.

So I put it in the winners tile. Unfortunatly the winner moves out of that tile so the unit ends up left behind in a lot of cases. If I left the captured unit in its own tile (in the losers tile) then if there were other units in that tile then you would have a unit in the same tile with enemy units (which causes a ctd).

Plus most players think of this from the attackers perspective, since most commonly you are attacking to capture. But capturing is just as valid on defense. If a bear attacks your ranger and loses you want him to be put into the defenders (the winners) plot and if I reversed it we would have the same problem with have now (the bear would be in a seperate plot) with the CtD.

Of course I could write code to handle the 8 different possibilities (capture on attack attackers loses, capture on attack defenders loses, capture on defense attacker loses, capture on attack defender loses, and then each of those cases when the captured units tile has or doesnt have other units in its tile). But rather than doing all that I simply have it drop it into the winners tile where its always safe from crashes, but sometimes seperated from the attacker.

You may wonder why we dont have this problem capturing in vanilla. The answer is there is no capture in combat in vanilla. The only time you will ever capture a unit is when there are no other military units in the plot so Firaxis didn't have to worry about dropping a converted unit in a tile with enemy units.
 
The problem with this is that I only have 2 choices for where to put the unit (without writing something more complex to handle this). I can either put the captured unit in the winners tile, or in the losers tile.

So I put it in the winners tile. Unfortunatly the winner moves out of that tile so the unit ends up left behind in a lot of cases. If I left the captured unit in its own tile (in the losers tile) then if there were other units in that tile then you would have a unit in the same tile with enemy units (which causes a ctd).

Plus most players think of this from the attackers perspective, since most commonly you are attacking to capture. But capturing is just as valid on defense. If a bear attacks your ranger and loses you want him to be put into the defenders (the winners) plot and if I reversed it we would have the same problem with have now (the bear would be in a seperate plot) with the CtD.

Of course I could write code to handle the 8 different possibilities (capture on attack attackers loses, capture on attack defenders loses, capture on defense attacker loses, capture on attack defender loses, and then each of those cases when the captured units tile has or doesnt have other units in its tile). But rather than doing all that I simply have it drop it into the winners tile where its always safe from crashes, but sometimes seperated from the attacker.

You may wonder why we dont have this problem capturing in vanilla. The answer is there is no capture in combat in vanilla. The only time you will ever capture a unit is when there are no other military units in the plot so Firaxis didn't have to worry about dropping a converted unit in a tile with enemy units.

what if you could delay placing the captured unit untill you have placed the winning unit?
 
Why is it that when a ravenous werewolf wins a new ravenous werewolf appears on the defeated units tile (it it was alone) while the blooded werewolf remains where the original werewolf was?
 
Why is it that when a ravenous werewolf wins a new ravenous werewolf appears on the defeated units tile (it it was alone) while the blooded werewolf remains where the original werewolf was?

it appears on the winning units starting tile
 
what if you could delay placing the captured unit untill you have placed the winning unit?

No, the capture is done in the python combat result code. The movement is handled in the SDK.
 
The problem with this is that I only have 2 choices for where to put the unit (without writing something more complex to handle this). I can either put the captured unit in the winners tile, or in the losers tile.

So I put it in the winners tile. Unfortunatly the winner moves out of that tile so the unit ends up left behind in a lot of cases. If I left the captured unit in its own tile (in the losers tile) then if there were other units in that tile then you would have a unit in the same tile with enemy units (which causes a ctd).

Plus most players think of this from the attackers perspective, since most commonly you are attacking to capture. But capturing is just as valid on defense. If a bear attacks your ranger and loses you want him to be put into the defenders (the winners) plot and if I reversed it we would have the same problem with have now (the bear would be in a seperate plot) with the CtD.

Of course I could write code to handle the 8 different possibilities (capture on attack attackers loses, capture on attack defenders loses, capture on defense attacker loses, capture on attack defender loses, and then each of those cases when the captured units tile has or doesnt have other units in its tile). But rather than doing all that I simply have it drop it into the winners tile where its always safe from crashes, but sometimes seperated from the attacker.

You may wonder why we dont have this problem capturing in vanilla. The answer is there is no capture in combat in vanilla. The only time you will ever capture a unit is when there are no other military units in the plot so Firaxis didn't have to worry about dropping a converted unit in a tile with enemy units.

Thank you for the explanation. Even if it can't be fixed(easily), it takes some of the bite off to know why, (and have it be a good reason).

I just noticed however, there is no gorrilla den/pride/pack/whatever.(or an elephant) planned for .22. (also no tigers or panthers but natures revolt takes care of those and i don't usually find them to be rare anyway.) that might help the problem, having a gorrila whatever, or perhaps upping their appearance rate slightly. But as someone else said though, its nice to have a wonder that can't always be built.
 
Thank you for the explanation. Even if it can't be fixed(easily), it takes some of the bite off to know why, (and have it be a good reason).

I just noticed however, there is no gorrilla den/pride/pack/whatever.(or an elephant) planned for .22. (also no tigers or panthers but natures revolt takes care of those and i don't usually find them to be rare anyway.) that might help the problem, having a gorrila whatever, or perhaps upping their appearance rate slightly. But as someone else said though, its nice to have a wonder that can't always be built.

There will be a gorilla den and probably a way to spawn elephants too (im still messing around with the elephant mechanism).
 
Just thinking (as I don't really know how stuff works): Kael, can you tie the captured unit to the capturing unit like for example Orthus' axe, or even better a Great Commander ? You could then untie the unit later on.
 
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