v1.52: Enemy frigate moves my submarine

windmilltilter

Chieftain
Joined
Mar 18, 2006
Messages
46
In me-vs.-17 computer player game (v1.52, no mods other than starting with SmartMap v7), I had an enemy frigate/galleon task force stack move onto the space occupied by one of my submarines, and move my submarine out of the way.

I don't know how Civ3 dealt with this, but in Civ2, if an enemy that couldn't detect your sub tried to move over it (or you tried to move over an invisible enemy sub), it would prevent your movement there and you would just detect the sub. I don't think that behavior is quite good either, but it's better than an enemy frigate making my sub move one square (at random) away.

I don't have time to go in and capture a screen shot, but I'll try to post the save game (it's on a huge map, so it will take you a while to load it). This is my first attempt at posting, so please cut me some slack.

My goal in posting this is to generate some ideas about what should be done in this situation. Maybe Firaxis or some modder can change it then. (Sorry if there's already a thread on this -- I searched but didn't see one.) Thanks!

Savegame: When you open the save game, you'll be at the end of the turn. Before you end the turn, go up to my north-eastern-most city (by the ocean) and see the enemy (Saladin I think?) and my sub is next to his stack of ships. End the turn, and you'll see that the sub has been moved, because he needed his ships on that square to do an unopposed landing (which I thought the sub would prevent by being there, not knowing it would be moved).

DANG IT! The save game file is 1.6 MB, and even zipped it's 1.5 MB, but the posting limit is only 0.5 MB. So no attachment today :-(
 
I've never come across this in any of my games, but this sounds like it may have been put in as a fudge to fix the old sub bug from Civ 3, where the AI would blindly sail into enemies subs starting incongruous wars all the time with even its allies.

I'm short of ideas for a better solution.
 
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