Common Misconceptions.

Originally posted by Knowze Gungk
Sumthinelse,

Sorry, I don't have the saved game, it was a while ago & the save is long gone. You only have my word.

For the additional info, all my units there (5 cavalry & 3 longbowmen) were vets and one of the first things I did in the mod was remove the ability to retreat, also, I was attacking a hill city (population ? less than 6, I think) from a mountain.

No mistaking what I saw, 3 dead cavalry, short burst of swearing,
Hit ctrl-L, decided to soften pikey up with my 3 longbowmen first and then let out a little chuckle when the first longbowman killed the pikeman while losing only 1 hp himself.

I don't understand how you would remove the ability to retreat. Set the "retreat bonus" to 0 for all experience levels?

To review your procedure: you attacked with cav, and then with "remember random seed"=ON, reloaded and attacked successfully with longbows.

Here is what I think happens: fast moving units, even when you set the retreat bonus=0, use up 1 extra random number when they get down to 1 hp (they would multiply 0 times some part of the random number). After using up some number of random numbers, the attacker and defender both have 1 HP left (depends on how many HPs the defender started with). But then the cav uses 1 extra random number to determine if it will retreat. The archer also uses this random number, which happens to be "good" for the attacker, and the defender dies. In the case of the cav attack, the next random number is "bad" for the attacker and the cav dies.

Example where the defender has 3 HPs and attacker has 4 :

For the archer:

Round--------loser------attHP------defHP
0--------------****-------4------------3
1--------------att.--------3------------3
2--------------def--------3------------2
3--------------def--------3------------1
4--------------att---------2------------1
5--------------att---------1-----------1
6--------------def---------1-----------0 ("good" for attacker!)

For the cav:

Round--------loser------attHP------defHP
0--------------****-------4------------3
1--------------att.--------3------------3
2--------------def--------3------------2
3--------------def--------3------------1
4--------------att---------2------------1
5--------------att---------1-----------1
6--------------*none*----1-----------1 (applied to att. retreat bonus)
7--------------att----------0-----------1

The same phenomenon can occur with any defender, not just pikemen! Also, depending on how the random number is interpreted, in some cases the cav might win and the longbow might die.
 
Ohh thanks Mike B! Sometimes I wouldn't get why my elite would just die and my veteran would be able to kill the defender. Or why an elite attacker would fall to my defender and a veteran would kill it. (didn't notice too much there)
 
Elephants have the biggest defence value and slowest speed.
So if you see an Elephant two tiles from you, don't say: look, it's an elephant, it can't hurt me.
 
Iz14, is that a fact or a misconception?

But a semi common one misonception is this:
Elephants are stronger then knights. Elephants are actually Identical to knights.

Edit: except that elephants dont need resources.
 
Originally posted by sumthinelse


I don't understand how you would remove the ability to retreat. Set the "retreat bonus" to 0 for all experience levels?

Actually I lied, I didn't change it, I got a computer wiz friend to. My technical knowledge of computers extends about as far as "cut'n'paste". He was playing around with the mod a few days after I got the game, turning the legionnaire into a cheap super unit with hidden nationality, and I asked him to get rid of retreating. I guess he could have set the retreat bonus to 0, like you said.

Your answer makes alot of sense, but it could have just been a different random seed for a different unit, I don't know if it works like that, but that's my theory, since the longbowman only lost 1 hp.
 
Originally posted by Dralix
So one could say that a common misconception is that forests are useful on non-tundra squares?
Not completely, as they are useful for two reasons.

They are useful in combat for slowing down enemy and cover for your units (although the downside is that if an enemy is slowed by forest, then he gets the defense bonus for forest if attacked).

Also, before railroad, they may be useful on grassland (but never on plains), since a mined (non-bonus) grassland is 2+1 (food+shield) while a forest is 1+2. If your city radius contains grassland only and have reached size 12 you will have 2 excess food that cannot be used until hospital is built. If you then instead work on two forest squares, you will lose the 2 excess food, but gain 2 more shields.
 
Originally posted by TheNiceOne


Also, before railroad, they may be useful on grassland (but never on plains

If a forest is on plains I get 1F 2S. To get the same benefit from plains I would have to build a mine.
 
Originally posted by sumthinelse
If a forest is on plains I get 1F 2S. To get the same benefit from plains I would have to build a mine.
Yes, but I meant to discuss when it may be benefical to plant forest compared to doing other worker actions, and it is faster to mine than to plant forest, and when you get the railroads you will loose out if you have a forest and not a mine.

Said in another way (and ignoring defense for now), except for on tundra and on grassland before rails (as mentioned above), the only reason to have a forest inside the working radius is that you haven't really had the time to cut it down yet.

There is no way that I will have an idle worker and not use him to cut down forest from plains.
 
Originally posted by TheNiceOne
Said in another way (and ignoring defense for now), except for on tundra and on grassland before rails (as mentioned above), the only reason to have a forest inside the working radius is that you haven't really had the time to cut it down yet.
Yeah, the only reason I keep forrests is because there are Other things I need to do first, or they give me a defense bonus (I usually plant forrests where my maginot line is if I have one, and it isn't within a city radius.) Or, I need the forrest for the shields. Which is probably in the late-early part of the game, where your cities might be a little bigger, and you use the Forrest because you need shields but not necessary food. Or it's the best available tile.
 
Originally posted by Cartouche Bee
There really is a 'Santa Claus' but you have to believe.

No but there is an Elvis and a Jaimo - and no, you don't have to believe it ;) :p
 
I don't know how many times I've had to tell newbies that in order to use a resource, it must have a road to it, and either be within thier cultural border or have an outpost on it.

Another misconception is that, "I'll do better if I start the game over."
and, as mentioned earlier: "I'll just play for a little while."
 
Originally posted by al_thor
I don't know how many times I've had to tell newbies that in order to use a resource, it must have a road to it, and either be within thier cultural border or have an outpost on it.
Hm... I know.
10 times! :P
 
Well, actually to get the resource it's a conony not an outpost.

Actually, I've seen people use "outpost" for colony quite a lot, so their's another one!
 
Here's a misconception I get to hear a lot, but I'm sure the rest of you don't hear it that often, if at all.

"The Double Your Pleasure mod/Ancient Mediterranean mod that was included on the cd"

None of them were - they were included in the first and subsequent patches :)
 
Really? Interesting...

Another common misconception is that those mods that come with the patches are the complete mods, when in fact they are often missing unit artwork and so forth (expecially the art that come from Age of Empires--for obvious reasons)
 
One common misconception is that you can airlift any land units. Workers, leaders, armies and settlers will not airlift.
 
Originally posted by Hygro
Really? Interesting...

Another common misconception is that those mods that come with the patches are the complete mods, when in fact they are often missing unit artwork and so forth (expecially the art that come from Age of Empires--for obvious reasons)

Absolutely right! - The mods in the patches are basically just the 'demos' ;)
 
After I posted that I noticed you had that information in your sig ;)

Demo is a good way of putting it.
 
oh that's a good one ;)
 
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