Zardnaar
Deity
In Fallout 4,
Spoiler :I found Kellogg in some military base. I talked to him a bit and then shot him in the face with the Fat Man. That was a very short fight.
Normally you use VATs and critical him in the face.
In Fallout 4,
Spoiler :I found Kellogg in some military base. I talked to him a bit and then shot him in the face with the Fat Man. That was a very short fight.
This is not a bad idea. In Wesnoth at least you can move through your units and those of your allies, which of course still means you have to pull back your front units or simply risk overextending your lines.I think if Civ insists on going 1upt then having railroads should unlock a Strategic Movement ability where you can shift your unit's "stance" to "entrained" and then move them along the railroads at a very high but constant speed, and in this stance they can overlap but they can't fight, and if attacked they just die like a non-combat unit.
I'm curious what your tabletop or boardgaming experience is. The "slider puzzle" of maneuvering my troops around each other never ruffled my feathers. In fact, it seemed pretty natural. I think that's because I played so many tabletop/board wargames before getting into PC games. Some of them would allow some limited form of stacking. I don't know why, in Civ VI, you can't combine complementary units. In fact, when I heard they were introducing the concept of Corps and Armies, I just naturally assumed that's what it was for. A valid Corps in my mind ought to be Musketmen + Field Cannon, Musketman + Pike & Shot, or Musketmen + Courser. I could imagine penalties for combining units from different Eras, maybe, or higher maintenance costs for Corps that combined different units.1UPT should be run over by a train.
I used to play BattleMech, which was a hex- based boardgame. I also enjoy, and still occasionally play RISK with family, which is all about stacking SODs. But I also grew up playing Stratego, which is all about the slider-puzzle.I'm curious what your tabletop or boardgaming experience is. The "slider puzzle" of maneuvering my troops around each other never ruffled my feathers. In fact, it seemed pretty natural. I think that's because I played so many tabletop/board wargames before getting into PC games. Some of them would allow some limited form of stacking. I don't know why, in Civ VI, you can't combine complementary units. In fact, when I heard they were introducing the concept of Corps and Armies, I just naturally assumed that's what it was for. A valid Corps in my mind ought to be Musketmen + Field Cannon, Musketman + Pike & Shot, or Musketmen + Courser. I could imagine penalties for combining units from different Eras, maybe, or higher maintenance costs for Corps that combined different units.
It's been forever since I played Squad Leader, but iirc, you could stack 2 or 3 infantry squads together without penalty - say, a rifle squad with a heavy machine gun, a demolitions team, or an antitank gun (you could also stack 2 of the same type, of course). Then you could also add a support unit, one that didn't constitute a full squad, such as a sergeant, a medic, or a sniper. I think you could also "overstack" a hex, and take penalties on the performance of the units therein while they were cramping each other's style. At the tactical scale of Squad Leader, this usually meant one group was passing right through another's position and doing it while bullets were flying was pretty dumb, but go ahead if you really want to. In a strategic game, "overstacking" could certainly be used to represent units that aren't ready to fight, for one reason or another, such as while on the march or while recuperating.
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The Long Dark : I visited Misty Falls Picnic Area in Pleasant Valley for the first time. Just goes to show, after all this time, there are still little nooks n' crannies to discover. It's a little difficult to reach, and I don't know if it's been there this whole time or was added relatively recently. It was a trove of goodies. It has an indoor waterfall, which I haven't seen outside of Hushed River Valley.
Yeah, Civ takes an odd approach, with its sortof-but-not-really tactical combat in an otherwise strategic level game. For all the time I've put into Civ V and Civ VI, I've never quite gotten used to it, which tells me it maybe wasn't a great idea to begin with. I don't hate it, but I've never grown to like it, either. If Civ VII is ever going to be a thing, I'd like to see them drop that whole idea and just make the combat strategic. I do accept that the combat is simplified because (a) they're tackling the broad sweep of human history and (b) it's a game designed for casual players to be able to play, and isn't really intended for the Squad Leader types.I used to play BattleMech, which was a hex- based boardgame. I also enjoy, and still occasionally play RISK with family, which is all about stacking SODs. But I also grew up playing Stratego, which is all about the slider-puzzle.
My issue with Civ 6 (and 5) is the logjams. I don't mind the dynamics of 1UPT combat, I actually enjoy it. But the logistics are ridiculous.
In Civ 6, workers dont build roads at all, which takes some getting used to.When I played Civ 5, I was mostly annoyed by not being able to stack workers to make the roads build faster.
With an expansion pack called ‘The search for more money!’, it will be.If Civ VII is ever going to be a thing
Yeah, high elves are balanced around trade, and you don't get that with your start position. Was quite a grind.@Spidernova welp, that's not good.
In Civ 6, workers dont build roads at all, which takes some getting used to.
Trade routes automatically generate roads.What
How are roads made then