- Joined
- Jan 24, 2011
- Messages
- 4,898
This thread is inspired by some discussion in the HoF thread regarding aircraft carriers. There are some elements in the base game that simply do not work as intended. Either the AI can't handle them (aircraft carriers) or they are extremely exploitable (I'd argue fortress construction right next to a city) by the humans.
We've really never had a good way to handle some of these before, but with lua, we can probably find good solutions that work for everyone. I was hoping that this thread could be a place where people discuss issues in the base game and propose solutions and hopefully we can come up with something that all agree would be much better, and then, hopefully, one of our brilliant coders takes it up to add them to the design module.
I'll start with aircraft carriers (CV). We know the AI can't handle them as it stands. They don't seem to return a/c to them consistently, or use them as designed.
My proposal (for all of you to hack away at):
-CV's pose a threat to ships especially because they can launch aircraft to attack them.
-Thus, if a CV is within range of a surface ship, aircraft are launched from that CV, their .id tracked/remembered, and they are sent towards the enemy ship.
-The aircraft either attack the ship or not - you can't really force an AI aircraft to attack.
-Either when they attack, or at the end of the turn, or at the end of their range (meaning turn 2 in most cases) the specific, tracked aircraft is deleted.
In game, CVs would basically be "empty" but would launch units near other threats, direct the units towards those threats, where hopefully the units would attack those threats. Designers might be able to tweak attack vs. defense stats of the units until they find a combo that results in an attack more often than not.
I'm not wed to this idea but throw it out there in the hopes that designers or coders have other ideas or what. It would just be nice to be able to sit here and think of what things in the base game are broken and if they can be fixed with lua now while everyone is interested in this game. These sort of "bug fixes" are prime targets for addressing, IMO.
Paging @techumseh @tootall_2012 @civ2units @Prof. Garfield @Knighttime @Dadais for a good mixture of designer / coder but feel free to tag others you've seen around.
What other things out there are "broken" or exploitable / what other things annoy you as a designer or have thwarted your plans? There may already be solutions or we might be able to come up with one together. Have at it.
We've really never had a good way to handle some of these before, but with lua, we can probably find good solutions that work for everyone. I was hoping that this thread could be a place where people discuss issues in the base game and propose solutions and hopefully we can come up with something that all agree would be much better, and then, hopefully, one of our brilliant coders takes it up to add them to the design module.
I'll start with aircraft carriers (CV). We know the AI can't handle them as it stands. They don't seem to return a/c to them consistently, or use them as designed.
My proposal (for all of you to hack away at):
-CV's pose a threat to ships especially because they can launch aircraft to attack them.
-Thus, if a CV is within range of a surface ship, aircraft are launched from that CV, their .id tracked/remembered, and they are sent towards the enemy ship.
-The aircraft either attack the ship or not - you can't really force an AI aircraft to attack.
-Either when they attack, or at the end of the turn, or at the end of their range (meaning turn 2 in most cases) the specific, tracked aircraft is deleted.
In game, CVs would basically be "empty" but would launch units near other threats, direct the units towards those threats, where hopefully the units would attack those threats. Designers might be able to tweak attack vs. defense stats of the units until they find a combo that results in an attack more often than not.
I'm not wed to this idea but throw it out there in the hopes that designers or coders have other ideas or what. It would just be nice to be able to sit here and think of what things in the base game are broken and if they can be fixed with lua now while everyone is interested in this game. These sort of "bug fixes" are prime targets for addressing, IMO.
Paging @techumseh @tootall_2012 @civ2units @Prof. Garfield @Knighttime @Dadais for a good mixture of designer / coder but feel free to tag others you've seen around.
What other things out there are "broken" or exploitable / what other things annoy you as a designer or have thwarted your plans? There may already be solutions or we might be able to come up with one together. Have at it.