Pfeffersack
Deity
The Sentry ability worked for me. Although I guess there could be times when you can see 2 tiles away, but your bunker can't see that far even though it can fire that far. Maybe bunkers should get deep radar for free..
Thanks for the advice. I just hadn't though of that command - indeed, it works (though the bunker gets often already woken, when the native life is still one tile out of reach - then you have to skip a turn nonetheless, but it's a least better then nothing)
Maniac said:Hmm, I could also make aquaformers invisible under the Enclosed Biosphere civic.
So that native life wouldn't be able to attack them (or would it mean that subds start to defend them again?). The former would be too powerful and not very intuitive, IMO (factions with EB can still pollute the planet and upset its "immune system"). Also, why only under EB? The problem exists for Terraformers and Hybrid (for them to alesser extend, of course) as well.
Maniac said:Have you tried using the Sea Patrol command by the way? Don't know if it works for invisible units, but it's worth a testing. Tell me the results!
I tried it and failed, also with the Sentry command Keeper_GFA has suggested for my bunker problem. You can test it yourself, if you load the save I have attached (set the Aquaformers W of Noah's Regenbogen to either Senty or Sea Patrol and it will still get killed in the next interturn)
Maniac said:They may not be powerful enough. For instance I've heard people say that it's always better in vanilla civ to choose a combat promotion rather than a barrage promotion, even for collateral damage. I'm always willing to try out suggestions for better collateral damage boosts for these promotions.
Yes, there was a calculation bug before the BTS v3.17 update (which also removed the combat promotion line for artillery units under stock rules). I will pay closer attention the next time I use ratillery in PF and have the chance to promote it with barrage or something else...
Maniac" said:I added the FfH code for defensive withdrawal a couple days ago, but I don't feel inspired for a name for the special ability that could give this benefit. Any suggestions? I'd allow the special abllity for Cavalry and Boats. I'd probably give the ability an equal amount of normal offensive withdrawal.
Some random ideas (I used the Moo3 as an inspiration, as it has a lot of terms for the different ground assault and defense tactics you can use):
- Evade/Evasion
- Limited Resistance
- Feint or Ruse
- Manoeuvrable
"Harrass" (in the sense of attacking continously) would BTW another candiate for a "Blitz"-style promotion or special ability.