[MAYBE A BUG][1.0.1.141] captured worker jumps one tile away

chrin67

Empereur
Joined
Nov 7, 2010
Messages
145
Location
France
Bonjour,
Following new effect with current patch: if you capture a worker, the captured unit jumps one tile away from the capturing unit!

Is it a new game rule?

(in the last version the worker remained stacked with the capturing unit and I think it is logic)
 
This was by design. I can't find the exact thread, but I remember a dev or a rep mentioning somewhere over on the 2K Forums that the intent of the change was to jump the worker to safety so that it couldn't be retaken again right after it was captured.

That said, the "safety" algorithm gives unpredictable and often bad (unsafe) results, and can also ruin a route that you wanted to run a GG or another worker through, and I agree with you that the change, though intended, was a bad one and that the former option was better.
 
merci,
I guess it was documented in the official patch list as:

•Multiple worker AI improvements.

;-)
 
This was by design. I can't find the exact thread, but I remember a dev or a rep mentioning somewhere over on the 2K Forums that the intent of the change was to jump the worker to safety so that it couldn't be retaken again right after it was captured.

That said, the "safety" algorithm gives unpredictable and often bad (unsafe) results, and can also ruin a route that you wanted to run a GG or another worker through, and I agree with you that the change, though intended, was a bad one and that the former option was better.
Agreed. It's much better to just leave the worker under the unit that just freed him.
 
It does fix a problem where they AI could kill a civilian on capture but when the player captured a civilian it had already 'moved' and could not be killed.
 
i liked the old way. If my unit captured a worker and was able to protect it or not, so be it.
The new way, worker jumps to some random tile and gets recaptured, ala, other barbs around. Do not like so much :(
 
Update: I tend to play it safe with my workers so it took this long from patch to first worker capture (ironically it was a worker that "jumped" into the enemy's path). The AI can still capture and kill a worker in the same turn. Also unlike the tile it is not always one hex, I did not take a screen shot (and it was a late night) but I saw a worker jump two hexes across a lake the other night.
 
I think this should be reverted to the previous version. It's kind of "buggy" this way.
 
Right now I'm playing as Rome and found myself at war with France, about to conquer their last city.

Once I conquered the city, I captured a worker that was inside it, which caused him to jump into a hex adjacent to the city, where was one of my archers. The archer was moved to the opposite side of the continent! Unfortunately, I haven't got a save, but no doubt this is a bug.

I think units should remain in the same place once captured, so that such situations do not happen.
 
Back
Top Bottom