Random technique

Yakk

Cheftan
Joined
Mar 6, 2006
Messages
1,288
Load spies into caravels, and go looking for barbarian-guarded goodie huts. I goodie-hutted to astronomy using this trick, and it wasn't even on a "New world" map.
 
lol nice trick:goodjob:
I'm gonna use that now. It sounds like spies are far superior for exploring new world type landmasses than explorers are. Spies can't get caught in barb borders right?
 
Yeah, a few weeks ago I explored a barb-infested Terra with a spy. I had tried 2 explorers but they got cut to bits by barbs upon landing. Maybe make spies only have LOS to their own tile and be unable to move outside of previously explored territory?
 
The "cannot explore" flag works well -- you can no longer move to any position from which you would see into the darkness. I used that on workboats in my personal mod, so you cannot go an contact most of a continent by simply sending out an early workboat...
 
The "cannot explore" flag works well -- you can no longer move to any position from which you would see into the darkness. I used that on workboats in my personal mod, so you cannot go an contact most of a continent by simply sending out an early workboat...

Where is this "cannot explore" flag? I do not see it in the booleans in UnitInfos. Is it somewhere else?
 
I think if we want to fix this, just make spies not actually pop huts when they move onto them.

That is fairer than make them not be able to go to unexplored territory at all.
 
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