V106.8 Scout Movement After Upgrade

Torvald

Prince
Joined
Oct 4, 2010
Messages
329
Location
San Antonio, TX, USA
When playing a regular game two days ago using V108.6, I noticed something that seemed out of place.

After one of my scouts got upgraded to an archer by entering an ancient ruins, it suddenly lost the ability to move through hills, forests, etc. without slowing down.

Is this an intended new feature?

Thanks.

P.S. I did have the following other mods active at the time, but don't think they caused this: Better Japanese & Polynesian city names, Cultural Diffusion, Garrison Training, Happiness Adjustment - Wonders, No XP Cap from Barbarians, Honor Policy - Free Warrior, Resource Discovery, Tectonics, Beyond the Future, Liberation Boost, and Mod List - Add In.
 
It is a "feature" now. Thal felt that archers with the movement bonus were overpowered, and so when there was argument to let scouts upgrade to archers again (he took this away for several versions) he removed the scouting bonuses. I would not mind if they were allowed to keep them, but that is just my personal preference.
 
This was done at the request of feedback in the Scouts -> Archers thread, where I explained my thoughts. :)

I do not feel archers with a movement bonus are too powerful, and liked it. It's just not practical to retain it for one (rare) ruins perk, due to the limited number of 200 promotions possible in the game.
 
Been thinking this over a bit more, so wanted to offer another possibility.

I really hate losing the extra movement ability of scouts now if they get upgraded to archers at an ancient ruin. That makes the former scout severely handicapped for map exploration purposes.

How about swapping out the possible upgrade to archer status and instead allow scouts to earn a promotion that gives them +1 sight?

Not gaining archer ability would keep the scout from becoming overpowered militarily, and getting the +1 sight instead would it much better for exploring, which seems to be more in line with what a scout unit is intended to do.

Is this type of unit tweaking possible?
 
As Ahriman pointed out in the other thread the archer is very useful for clearing early barbarian camps. I'm hesitant to spend much time working on a complicated ruins reward that minimally affects gameplay for a single unit type, in about one out of three games. Lua code like that generally takes several hours to implement and test, and there's lots of other things on the todo list. :)
 
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