JosEPh_II
TBS WarLord
Without hide and seek there are very few promotions that affect (in)visibility.
Yup and YupThose buildups doesn't exist when not playing with hide and seek.
Without hide and seek there are very few promotions that affect (in)visibility.
Yup and YupThose buildups doesn't exist when not playing with hide and seek.
Without hide and seek, I think the earliest unit that can see exiles/thief/etc in the field are trained dog, and the thief unit.
Ok, well fair nuff but when hide and seek is off, exiles should have no camo and be invis through disguise alone while Enforcers can see through disguise and range won't be a factor at all. I'm not sure if that original intent was retained all this time though. I'll be reviewing the visibility stuff soon.Those buildups doesn't exist when not playing with hide and seek.
Watchers, and their upgrades, can't see any invisible units without hide and seek as it is currently set up, they don't have this line at all: <SeeInvisible>INVISIBLE_X</SeeInvisible>.Ok, well fair nuff but when hide and seek is off, exiles should have no camo and be invis through disguise alone while Enforcers can see through disguise and range won't be a factor at all. I'm not sure if that original intent was retained all this time though. I'll be reviewing the visibility stuff soon.
That sounds to me like a lot was adjusted since I last went through this but I may be forgetting a lot too.Watchers, and their upgrades, can't see any invisible units without hide and seek as it is currently set up.
Camouflage, stealth and submarine are the only invisibility types currently in use for games without hide and seek.
The spy units are always invisible and doesn't use any invisibility type regardless of the hide and seek option.
I agree, but I do think we should allow law enforcement units to see criminals without hide and seek, not only the dog units and other criminals. I think that would take them closer to the middle.Honestly, without H&S, criminals are either all suck or all powerful but never any zone in the middle and it's really quite terrible gameplay.
I will consider how this should work. I would've thought that what I said was still what applied, that exiles use disguise while early LE can see through disguise and you don't start getting into camo until you're closer to the dogs that can see through that. I think that would make it somewhat moderate but I dunno - again I'll be looking at it very soon as I'm ALMOST finished with the AI portion of the review.I agree, but I do think we should allow law enforcement units to see criminals without hide and seek, not only the dog units and other criminals. I think that would take them closer to the middle.
Edit: or perhaps the recon units instead so that it's not impossible to get criminals into cities as most cities have a law enforcement unit stationed.
Yeah, better to have it on the recon I suppose.If you let the LE units see all criminals then you won't need dogs in your cities and that will go against the AI's instructions to have one everywhere for that purpose.
I had been thinking on this and hadn't really come up with any kind of final opinion yet. I noticed you acted on this suggestion.Yeah, better to have it on the recon I suppose.
I'm not advocating that. I'm saying Exiles, specifically, should not use camo stealth at all. Instead, give them disguise, and have the earliest LE units unlocked at about the same time but take some distracting investment to obtain be capable of seeing through disguise. I don't think Exiles need camo invisibility - with H&S off, you can't even have more than one right? Animals should be as incapable of seeing through that as much as camo at that point so they are safe to travel from their origin to wherever they head. This way the Thief and Rogue can still potentially press the opponent to have to value Canine Domestication faster than Tribalism if that condition is there, making for game variation, while the players don't have to wait until Canine Domestication to counter Exiles.Since the exile can kill workers and pillage improvements there has to be a unit that can see it around the same tech period. scouts are available around the time exiles appear, and a recons job is to spot threats, so seemed natural to me to at least temporarily allow them to spot criminals.
Why should exiles have a free pass to enter a city while all other criminal units will be denied that the moment trained dogs are invented and the AI station them in every city?
I would agree except that in the written lets play, the guy seemed to still enjoy the criminals even if they didn't have much application without H&S. I can see arguments both ways for this.Seems to me that criminal units with invisibility should be disabled when playing without Hide & Seek as their gameplay is based around avoiding detection but still being possible to detect.
Playing without H&S makes it so that either they are always detected or never detected, and thus it is either impossible to enter cities or always possible, either impossible to counter or too easy to counter.
Yeah, I'm not against that, just didn't feel like adding more invisibility layers to games without H&S, as that might conflict more with the original design, seemed less intrusive to just expand how many units can detect the invisibility types currently in the game without H&S rather than introducing more invisibility types.I'm not advocating that. I'm saying Exiles, specifically, should not use camo stealth at all. Instead, give them disguise, and have the earliest LE units unlocked at about the same time but take some distracting investment to obtain be capable of seeing through disguise.
Clearly there are many design values to keep in consideration. I don't see a better way due to the points I've brought forward to resolve those issues without taking this course. Besides, if we point it out early on that there are differing types of invisibility, it won't be so confusing later.Yeah, I'm not against that, just didn't feel like adding more invisibility layers to games without H&S, as that might conflict more with the original design, seemed less intrusive to just expand how many units can detect the invisibility types currently in the game without H&S rather than introducing more invisibility types.
And volume, a solo desert tarantula can't easily be seen from a mile away, while billions of desert tarantulas could perhaps be spotted a mile away. ^^.This is about spotting small size.