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Civbert Bugs is so weak that....

Discussion in 'CivBE - General Discussions' started by Callonia, Oct 30, 2015.

  1. Callonia

    Callonia Deity

    Joined:
    Jan 14, 2010
    Messages:
    2,176
    they and their mom cannot defeat a 1 hp Lancer that I wanted to get rid of on purpose.

    This is what the group looked at the start.

    Spoiler :


    And the end?

    Spoiler :


    That's right, the last group which consisted of two makaras and two scarabs..

    The first one of last makara could only do 5 damage to the lancer..

    then next two scarabs did zero damage to the lancer at 1 hp.

    And finally see that makara attacking right? Surely it'll win? Nope, that too died while doing zero damage to the lancer! I wasn't expecting the real world scenarios inside my civbert but.. ;_;

    Yes, that Lancer just won three battles in a row with 1 hp left using 100 hp system! Perhaps, that Lancer is crewed by Japanese people that came aboard my ship from civ5 and so it gained an bushido trait without me knowing!

    Oh and I have zero points in Might Virtue tree. All I have is into Prosperity and Industry with bit of knowledge.
     
  2. Mutineer

    Mutineer Deity

    Joined:
    Feb 20, 2006
    Messages:
    3,715
    lol 17 in purity... wtf you want?
     
  3. ggmoyang

    ggmoyang King

    Joined:
    Aug 25, 2011
    Messages:
    993
    Location:
    Rep. of Korea
    Now he's a Tournament champion.
     
  4. Callonia

    Callonia Deity

    Joined:
    Jan 14, 2010
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    I don't know, somehow I expected a strength 36 Markara at 15+ hp capable of bringing down a lancer at 1 hp left.

    Clearly I was wrong to think of that.
     
  5. Ryika

    Ryika Lazy Wannabe Artista

    Joined:
    Aug 30, 2013
    Messages:
    9,395
    Obviously you were wrong on that, because your unit didn't die. That's the kind of empirical proof that can hardly be questioned. (Well, I could question it because I don't see the health bar, but still.)

    Side note: Makaras have 28 Combat though, not 36.
     
  6. Gokudo01

    Gokudo01 Emperor

    Joined:
    Apr 12, 2014
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    Location:
    Toulouse(France)
    Even on Arid biome ? :D
     
  7. Sectopod

    Sectopod Chieftain

    Joined:
    Oct 3, 2015
    Messages:
    19
    He may be lvl 17 purity, but is fighting "colossal" ~30 strength aliens on turn 299 a fun game mechanic?

    It may be silly to suggest the indiginous life forms could evolve over the course of just 300 years, but isn't trying to apply realism to Civ equally insane?

    Bring on the elite siege worms and ancient krakens imo. Scarabs? Don't spawn after turn 25 please. And for the love of all that is holy, please add at least 20 strength to the lobster. Such an intimidating design for something that's a joke by the time Cruisers enter the fray.

    Also, the suicidal tendencies the aliens display, attacking when they're far outclassed, really shouldn't be a thing unless they're trying to attack the mind flower.
     
  8. benjamin28

    benjamin28 Warlord

    Joined:
    Nov 26, 2003
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    266
    Location:
    Buenos Aires
    Well, the Civilopedia mentions "larger and heavier Siege Worms" living deep below the planetary surface. Since the planet is kind of living organism and it triggers aggression when you're taking out the nests, shouldn't those larger worms find their way to the surface and retaliate?

    Also, aliens COULD evolve and become more powerful in 300 years. Remember one of the advantages of xenomass is its ability to cause single-generation mutations.

    In sum, making stronger aliens in later turns makes sense, lore-wise.
     
  9. Barathor

    Barathor Emperor

    Joined:
    May 7, 2011
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    1,202
    Even if lacking strength, the bugs in BERT are quite numerous.
     
  10. Galgus

    Galgus Emperor

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    Aug 22, 2012
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    This is part of why I think units should scale less in combat strength, to make such engagements not trivial.
     
  11. Barathor

    Barathor Emperor

    Joined:
    May 7, 2011
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    1,202
    Me too!

    If that's how you feel, you're going to really like the mod I'm working on at the moment. Perhaps I'll make a development thread to get some feedback on things while I hack away at it.

    EDIT: Though, it's focused less about this topic (dealing with aliens) and more about large power leaps (especially that 6/6 hybrid jump to tier 4, followed with dominating everything) and unit types becoming trivialized. Though, slightly less trivial aliens would be a nice side effect too.
     
  12. NASAROG

    NASAROG Prince

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    New England
    They should get flanking and friend proximity bonuses.
     
  13. Ishea

    Ishea Chieftain

    Joined:
    Oct 10, 2015
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    29
    That's why you should use a mod to increase alien nastyness, for BE, Aggressive Wildlife is a good one, for RT, there's Risig tide of aliens, I recomend the dead dwarf version for extra 'fun' :)
     
  14. mnf

    mnf King

    Joined:
    Jan 31, 2006
    Messages:
    659
    So I rigged the super unit and had it steam roll some aliens and...



    Perpetual stalemate :3
    (And yes I did attack and inflicted exactly 1 damage.)
     

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