Aheadatime
Prince
- Joined
- Dec 21, 2009
- Messages
- 325
For those that don't know, you cannot enter a hill/rough terrain with one movement point left anymore, as you could in civ5. Not being able to attack into or capture units that are in rough terrain with one movement point left is frustrating already, and I haven't even played the game yet.
https://www.youtube.com/watch?v=HM-2A7D_u0k
There's nothing that warrior could have done differently to prevent the scout from getting back to the camp. There were moves that could have stalled it, absolutely. But the fact that there was a forest tile between the camp and the cap prevented the warrior from doing much about it.
https://www.youtube.com/watch?v=sGxk3aPNgXw
For the first two or three minutes, Filthy explains some of the annoyances of this system as well. It decreases the value of melee units, as if they want to attack a unit on a hill/forest, they have to spend one turn getting adjacent to the hill/forest, then wait for the next turn to actually attack into it, whereas ranged units can simply move one tile then shoot into rough terrain.
It also makes capturing workers/settlers near impossible without a more mobile unit (more movement points). The civilian can simply enter rough terrain. So unless you have a unit adjacent to that rough terrain before the civilian entered it, you are now in a losing chase situation, and the civilian will most likely get away.
So far this new movement system seems to have a ton of potential to frustrate players. I know for damn sure that I would be tilted if I had to invest in military so early due to that barb scout being immune to my zoning/attacks.
https://www.youtube.com/watch?v=HM-2A7D_u0k
There's nothing that warrior could have done differently to prevent the scout from getting back to the camp. There were moves that could have stalled it, absolutely. But the fact that there was a forest tile between the camp and the cap prevented the warrior from doing much about it.
https://www.youtube.com/watch?v=sGxk3aPNgXw
For the first two or three minutes, Filthy explains some of the annoyances of this system as well. It decreases the value of melee units, as if they want to attack a unit on a hill/forest, they have to spend one turn getting adjacent to the hill/forest, then wait for the next turn to actually attack into it, whereas ranged units can simply move one tile then shoot into rough terrain.
It also makes capturing workers/settlers near impossible without a more mobile unit (more movement points). The civilian can simply enter rough terrain. So unless you have a unit adjacent to that rough terrain before the civilian entered it, you are now in a losing chase situation, and the civilian will most likely get away.
So far this new movement system seems to have a ton of potential to frustrate players. I know for damn sure that I would be tilted if I had to invest in military so early due to that barb scout being immune to my zoning/attacks.