Unique Abilities discussion

I hope the Carthaginian AI is strongly discouraged from attempting mountain crossings. Yes, it can be powerful, but I suspect, more often than not, they will end up shooting themselves in the foot.
 
I hope the Carthaginian AI is strongly discouraged from attempting mountain crossings. Yes, it can be powerful, but I suspect, more often than not, they will end up shooting themselves in the foot.

Haha, that's true. The Jigglypuff AI in Melee is programed to never use rollout for the same reason.
 
lol, I didn't realize that. Good idea, though (although Jigglypuff sucks).
 
Does -50hp mean that your unit dies if it has 50hp or less left, or will it stay with only 1hp? Anybody has a theory?
 
Is it wrong for me to hope that the Mayan UA makes it so if the game reaches the year 2012 they win?
 
Is it wrong for me to hope that the Mayan UA makes it so if the game reaches the year 2012 they win?

Yeah, it is wrong of you. That would be an incredibly underwhelming and stupid UA. It would provide them with no bonus at all until then and most games are decided long before 2012. They would be no fun at all to play with if that were the case.
 
I once played a domination game as Germany. I had conquered everyone except the Iriquois, a superpower on another continent who was pursuing a science victory. My amphibious assault went off without a hitch; the two coastal cities I invaded went down pretty easily. The problem arose when I moved further inland. MOuntains made my massive armies ability to maneuver nigh impossible. I lost the game.

I dealt with a similar situation with the aztecs in a different game. WE were both on the same continent, and he was on the opposite side of a montain range that divided the continent in two; if i had been able to cross mountains, I could have conquered him maybe 150 turns earlier...

Combined with the carthaginian affinity for Navy and coastal cities, I have to say that Carthage's dominantion possibilities are being seriously underestimated on this forum. The logistical and positioning superiority of Carthage will be decisive, ESPECIALLY in the late game.
 
(although Jigglypuff sucks)

Oh, don't get me started on Jigglypuff. I can ramble forever about any of my mains in a fighting game. But I'll just say Puff is the best character ever. ;)

The best civilization ever will forever be China. Imagine if China and Carthage combined ... wouldn't that be amazing?
 
Carthage seems line a domination nation. However, they only really shine on island maps with lots of mountains. Archipelago and young Earth age would do. :)

I doubt you'll see many mountains on an archipelago map, let alone in spots where you can take advantage.

Small continents or small islands with high sea levels and young earth age seems better. Then you can expect almost every city to be coastal and there will be actually mountainranges to exploit.
 
I wonder if the Carthiginians can move over natural wonders?

If a setteler can move into a mountain, can it settle a city there?
 
I disagree, you dont need many mountains for this to be useful, only for mountains to form choke points. In archipelagos you have lots of snaky bits of land, very often one will be cut in the middle by 2-4 mountains. For everyone else its effectively two islands, for Carthage only one.

Yes, that's true. And they then do have the advantage of being able to land troops fairly safe on side A and just move them over the mountains to side B.

Still though, there's usually so little land (at least in my games) that just landing directly on side A isn't a problem. As long as you have naval control, as you should when being on the offensive.


So I still think a small islands or even small continents map with high seas and young earth will be better. But I guess we will find out :)
 
My guess is 'dead'. so don't retreat to a mountain if the unit is weak.

Also, you won't be able to cross more than 1 mountain tile at a time, even if you have a full-strength unit.
 
Also, you won't be able to cross more than 1 mountain tile at a time, even if you have a full-strength unit.

Depends how many steps a mountain require to pass over, if it is counted like rough terrain a scout would be able to get over 3 mountains over 2 turns with losing 50HP
 
I wonder if mountains will give you the same extra sight as hills, perhaps even more?
 
It could get interesting if the Carthaginian UA does allow you to build roads on those mountains. Each worker would only be able to work for 1 turn (move in, end turn: 50 hp, build road, end turn: 0 hp), but if you're willing to spend a few of them on it (and twice as many turns compared to any other road since the workers would only be building every second turn), you'll then have a road crossing the mountain allowing other units to pass without taking damage.
 
I disagree, you dont need many mountains for this to be useful, only for mountains to form choke points. In archipelagos you have lots of snaky bits of land, very often one will be cut in the middle by 2-4 mountains. For everyone else its effectively two islands, for Carthage only one.
Then you're playing with a mod. This is a line in the original Archipelago mapscript:
Code:
-- False parameter removes mountains from coastlines.
         featuregen:AddFeatures(false);
This means a mountain will not appear next to a coastal tile. The same line is in the SmallContinents script as well. It's not in the Continents mapscript, but it's there again in the Pangaea script.

The basic fractal generator, used for all map generation, allows mountains on coastlines, but a lot of individual mapscripts have this rule that prevents them from appearing there.
But if you want you can easily turn the '(false)' into a '(true)' to bring them back again. I personally find it much more natural that mountains can appear on coastlines.

I'm working on a piece about the mapscripts for the War Academy, by the way, because it's not very clear just now what the mapscripts exactly doing.
 
Then you're playing with a mod. This is a line in the original Archipelago mapscript:
Code:
-- False parameter removes mountains from coastlines.
         featuregen:AddFeatures(false);
This means a mountain will not appear next to a coastal tile. The same line is in the SmallContinents script as well. It's not in the Continents mapscript, but it's there again in the Pangaea script.

The basic fractal generator, used for all map generation, allows mountains on coastlines, but a lot of individual mapscripts have this rule that prevents them from appearing there.
But if you want you can easily turn the '(false)' into a '(true)' to bring them back again. I personally find it much more natural that mountains can appear on coastlines.

I'm working on a piece about the mapscripts for the War Academy, by the way, because it's not very clear just now what the mapscripts exactly doing.

Interesting, I'm very curious about the map scripts, and how the different settings influence them exactly.
 
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