Stupid guard dogs

hgthechinese

Warlord
Joined
Jul 2, 2007
Messages
207
So.....I suppose this is kind of a bug, although it could be hard to fix.

The story goes: Future era, my wonderful plasma armors (5 of them to be exact) was invisibly transported to another continent for a quick war, and Joan's stacks of dozens of infantry did not scare me at all. However, I was too arrangant; I did not pay enough attention to the fact that he also had future-tank killers in his cities: GUARD DOGS!

about 10 suicidal attacks by those dogs later, all of my tanks are heavily damaged:crazyeye: thanks to all the collateral damages they infact, and a couple bomber attacks later my plasma army of the future was destroyed by his infantry:eek:

Not exactly bitter, since my second stack of plasma armors were lucky enough not to encounter dogs and run his entire Empire to the ground. But I DO hope that this kind of.....super tank-killing dogs can be eliminated somehow. Maybe limit collateral damage of some units to specific types of enemy? Is that possible to implement?

Also, I have to defeat about 10 "militia" MECHANIZED infantries per city before conquering it....this also seems odd. Note that "drafting" mechinaized infantries would cost 5 population, but when they emerge as militia, they only cost 1 unit of population. Bug perheps?
 
Maybe by the future era Guard Dogs are really CyberDogs with jaws of titanium alloy and can bite thru Steel plating? Or maybe they're equipped with laser beam eyes? :rolleyes:

Shoulda brought a Medic along with those plasma armor. Woulda healed you up right quick she woulda.

As for militia..... they do eat up a cities pop when trying to capture the city. And they do delay the capture. I suppose if you had been defending you would've welcomed them?

Refinements probably are in need here.

JosEPh ;)
 
Nay. If I had been defending (which I have, thanks to a few sneak attacks), I'd find it reasonable for my mechanized infantry to be drafted at the cost of drafting mechanized infantries....that is, 5 Pop.

And AYE, of COURSE! If only I had zoomed in more, I'd see those laswer beam eyes. Thanks for the clarification! :D
 
Well if the city militia is emerging with less health than normal(They always do for me), shouldn't it make sense for them to cost less than the normal 5? The militia is supposed to represent the surviving citizens organizing into small fighting units.
 
Hmmm... Guard dogs.. the new tank killing spearmen ;)
 
Well if the city militia is emerging with less health than normal(They always do for me), shouldn't it make sense for them to cost less than the normal 5? The militia is supposed to represent the surviving citizens organizing into small fighting units.

I know that they do. But, some small, surviving killing robots reorganizing to fight?:crazyeye:

Plus, it has about 1/4 health because of this militia is for-emergency-only, and is DESIGNED to be a bad deal. (Real drafting REQUIRES certain very specific civics; and even if you have them, you only still only draft very few men a turn). So if it only costs 1 pop instead of 5, it is arguably a better deal than real drafting.

P.S. One of the cities I razed also had 3 or 4 fully healthy killer robots emerged as militia...:eek:...damn, those robots are everywhere!
 
Hmm... adding to notes list: "change guard dog upgrade paths..." :D

And I may have to disable by default that mod component which makes those militia units appear - think it's Active Defense (part of Influence Driven War mod).
 
Hmm... adding to notes list: "change guard dog upgrade paths..." :D

And I may have to disable by default that mod component which makes those militia units appear - think it's Active Defense (part of Influence Driven War mod).

personally, I do not mind the militia....just have a limit of some sort. It is one thing that axemen uprise when you raze a big city, quite another when killer robots arise when you raze a city so small that it could have been built by a pioneer the turn before.
 
Hmm... adding to notes list: "change guard dog upgrade paths..." :D

And I may have to disable by default that mod component which makes those militia units appear - think it's Active Defense (part of Influence Driven War mod).

I would have to agree that 'guard dogs' add a bit of sillyness to the mod. (I never build 'em.)
 
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