Does computer stack units?

muhtesem insan

Amateur Revolutionary
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Jun 14, 2010
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Geneva, Switzerland
In some of my games (actually it happened twice) computer stacks units on cities. You can't see when you look at the map but when fighting it becomes obvious. First a city fires and a trebuchet(in city), when my longswordsman survives barely i think "ok time to retreat" but then i see a crossbowman killing my longswordsman. Is this a bug or just computer cheating.
 
They don't stack units but if a unit if built in the city while another unit is in there, then it'll look like they're stacking.
 
This is clearly a bug... It should be mandatory to at least move one unit out. Last game I attacked China with Longswordsmen and there were 2 Zengenu (or whatever) in one city SEVERAL times (along with super generals). I had enormous casualties.
 
It is mandatory to move the unit out by the end of the turn.
 
I've suspected this as well, but I'm not 100% sure. I've definitely had a cannon fire at me in a city then on that same turn a trebuchet fired at me in the city. It's not impossible that the cannon had logistics though and was set up when the turn started, fired, moved out with its second move, then the newly built trebuchet fired. It would be dumb on the AI's part, but its particular brand of insanity does skew towards moving units around a lot when in doubt. With the Cho-ko-nu did you get fired on 4 times from inside the city in one turn?
 
This is clearly a bug... It should be mandatory to at least move one unit out. Last game I attacked China with Longswordsmen and there were 2 Zengenu (or whatever) in one city SEVERAL times (along with super generals). I had enormous casualties.

China's unique unit the Cho Ko Nu crossbowman has more than one attack per turn as its unique ability. Enemy AI uses one shot per Cho Ko Nu and rotates to the next, but ultimately completes all multiple attacks. This will cause the camera to appear as if more than one Cho Ko Nu is shooting at you from the same city when it is in fact just one.
 
If you finish building a range unit in a city where a range unit is garrisoned, both will be able to fire and ypu'll have to move one of those units the next turn. So you can stack 2 units for one turn in a city in that particular case.
 
but both units attack in same turn from city. If they're stacked, don't you have to move them first?

Direct attack units are forced to move before they can attack from the same hex but unfortunately, ranged units do not have the same problem. Both can fire from a city if one was already there and the other was just completed that turn.
 
China's unique unit the Cho Ko Nu crossbowman has more than one attack per turn as its unique ability. Enemy AI uses one shot per Cho Ko Nu and rotates to the next, but ultimately completes all multiple attacks. This will cause the camera to appear as if more than one Cho Ko Nu is shooting at you from the same city when it is in fact just one.

I feel a bit offended. I am not stupid - I saw them firing FOUR times out of one city more than once.
 
China's unique unit the Cho Ko Nu crossbowman has more than one attack per turn as its unique ability. Enemy AI uses one shot per Cho Ko Nu and rotates to the next, but ultimately completes all multiple attacks. This will cause the camera to appear as if more than one Cho Ko Nu is shooting at you from the same city when it is in fact just one.

It is mandatory to move the unit out by the end of the turn.

I think these two statements pretty much sum it up. It's possible this was a bug but I'd need to see video or a screenshots or something to be sure.

Why does he need a pic? One Cho Ko Nu already in a city and another one is completed that turn. Both can fire from the city and each attacks twice. So 2 Cho Ko Nu with 2 attacks each = 4 attacks in one turn.

Chu Ko Nu can't move after attacking. This would mean that if the second (recently completed) Chu Ko Nu attacked while still on the city then couldn't move out it would make it impossible to click the "moved stacked unit" button and end your turn.
 
You can try it yourself. Start a game on duel map, deity(or immortal) against china in the middle ages and attack.

I saw when a cho ko nu is in the city and one is completed, they shoot 4 times. Then before my turn starts the second cho ko nu is "beamed" outside the city. It is moved out altho it cannot have movementpoints left. Guess this is some kind of bug-fix because otherwise it would be much worse.
 
You can try it yourself. Start a game on duel map, deity(or immortal) against china in the middle ages and attack.

I saw when a cho ko nu is in the city and one is completed, they shoot 4 times. Then before my turn starts the second cho ko nu is "beamed" outside the city. It is moved out altho it cannot have movementpoints left. Guess this is some kind of bug-fix because otherwise it would be much worse.

After shooting, one of the units is automtically "ejected" from the city after clicking "next turn", that's normal.
 
Yeah, what happens in my games is they have an archer in a city. This fires. The trebuchet, which was completed in the turn previous, also fires. Then at the end of the turn one is automatically ejected from the city. Often this means easy prey.
 
The point is the damage these 4 Cho-ko-nu shots make. Imagine a not promoted Cho-ko-nu (altho usually they are promoted) with a 35%-general nearby. They have a base strength of 11. So its 11*0,35 = 15 (round about)

That is 4 attacks * 15 strength in the middle ages in one turn on one unit + the city that fires as well. Thats really huge. There is not much that can survive that in the middleages.
 
The point is the damage these 4 Cho-ko-nu shots make. Imagine a not promoted Cho-ko-nu (altho usually they are promoted) with a 35%-general nearby. They have a base strength of 11. So its 11*0,35 = 15 (round about)

That is 4 attacks * 15 strength in the middle ages in one turn on one unit + the city that fires as well. Thats really huge. There is not much that can survive that in the middleages.

The ejected unit should be dead on next turn....
 
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