hamtastic
Hamburglar
Yeah. I just realized he might have meant that crazy order v. veil picture up there too. Anyway.
There is a helicopter in the origional game, but it doesn't "fly" in any game mechanic way. We can show something flying and then say it is flying by allowing it to pass over mountains and water (ie: water walking and move impassable). But that really doesn't accomplish the things I think flying should do. I think a flying unit should be able to pass through a tile with non-ranged enemy unit in it. A flying unit shouldn't be able to be attacked by a guy with a club if it doesnt want to be.
All of the weird situations that arise when you consider true flying is what has kept us from doing it so far. Its not hard to do, its just really hard to do well.
There is a helicopter in the origional game, but it doesn't "fly" in any game mechanic way. We can show something flying and then say it is flying by allowing it to pass over mountains and water (ie: water walking and move impassable).
I think the biggest issue with using promotions to simulate flight is that it still wouldn't allow flying units to pass over ground units, right?
Its fairly easy to create unit that follow different rules, its very difficult to get the AI to understand the change. But yes, gettign the flying unti to share a tile with enemy units that cant touch it is hard too.
The biggest issue is getting the AI to use them effectivly.
Dimension III + Sorcery = Teleporting Bolts. Grants AerCom 2 promotion to targeted unit for 1 turn.
But the unit dies at the end of the turn!
aaaaaaaaaaaaaaaahhhhhhhhhhhhhhhhhh SPLAT!
Its not OT in that it has the exact same problem-getting a sub and an enemy frigate to share a space.OT but related, shouldn't certain water-based units (sea creatures) get a "deep dive" ability that prevents them from attacking/getting attacked? Essentially they would be acting like submarines.
The biggest issue is getting the AI to use them effectivly. Its fairly easy to create unit that follow different rules, its very difficult to get the AI to understand the change. But yes, gettign the flying unti to share a tile with enemy units that cant touch it is hard too.
since hidden nationality lets units act at war even when at peace, shouldn't it be possible to make units act at peace even when at war?
i.e. hidden nationality lets a unit attack a unit it is at peace with, it seems like it should be possible to make a unit not attack a unit and instead simply move into the same square.