What really irks me about the chasqui..

meltone1

Civophile
Joined
Sep 4, 2003
Messages
425
He is supposed to be a scout, but when you take him inside the enemy territory, they make him leave in two turns (since he has an attack value I guess) Especially without the usage of maps early on, knowledge of the enemy territory is vital, and one of the advantages as expansionist is to be able to scout the enemy territory without causing much trouble. I may end up modding him to not have an attack value although it sucks to not be able to control a golden age.. :(
 
whoops sorry wrong forum :o you can switch it if you like admin..
 
If you keep his defense value I think it's still possible to trigger a golden age.

Does the AI not kick out scouts and explorers as well?

-mS
 
Well does the scout still have his three moves, I would think you could run accross the territory...

or try giving them something, and it'll buy you an extra turn or so before you have to leave.
 
actually no scouts/explorers and similar units without attack values won't get kicked out of the enemy territory, unless you keep them there for like 20 turns. I'm not sure if you take away his offense value if they will let him stay in their territory. Yes, it is still possible to trigger a GA with only a defense value, but you have to get the AI to attack you. Also, if the AI was inca, I would make sure to avoid their scouts so as not to trigger their GA. Basically, if you take away their attack, the enemy controls your GA, and vice versa. I think the best solution would probably be to allow Inca to make normal scouts as well, so you could just send them into the enemy territory.

On another note, does anyone know if GA's can be triggered by fighting barb's? I don't think they can..
 
A golden age can't be triggered by killing barbarians
 
Originally posted by meltone1
Also, if the AI was inca, I would make sure to avoid their scouts so as not to trigger their GA.
No, it'd be better to trigger their GA in this early stage of the game (when scouts are prevalent - the Ancient Era). It's the Ancient Era, they barely have any cities: the GA would be quite useless to them in the Ancient Era relative to the impact a Medievil or Industrial Era GA would have.
 
Right, otherwise an AI civ might trigger it later.

Smoked_Ham: Scouts have 2 moves

I put a Curragh into enemy territoy (England) in the Medieval scenario, and it threw it out. Is this because in that scenario it can transport units?

My proposal for a revampted Chasquis Scout (two, actually):

1: 0.1.2, same cost as normal scout, no ignored movement penalty. Cheap, good for exploration.
2: 0.1.2, 15 shields, ignores all (maybe doesn't ignore forest). Know no boundries! Go fast anywhere, whithout being thrown out! Don't worry about being killed by barbs!

The only problem with both of the above if your GA. You can't attack, and thus don't truely controld your GA, as you have low odds of winning a fight, as only four (I think) units have as low attack as your defense.
 
I've been through many ideas. Let me just throw out a few I've been thinking of lately.

-Same stats, only he has "radar" . I dont like to think of it as "radar", just a scout that can see farther than a normal one. It seems to work pretty good.

-Get this, I made him able to build outposts, so once you've already explored everything with him, you can put him to good use. This is similar to actual chasqui system, as they used to build "tambo's" or waystations for people between scouting locations.

-Same stats, except I made him ignore forest.

-
0.1.1, all terrain as roads. 15 shields probably.

-same stats, blitz attack. (good for killing barbs)

I had others..
 
Originally posted by Gogf

I put a Curragh into enemy territoy (England) in the Medieval scenario, and it threw it out. Is this because in that scenario it can transport units?

The curragh has attack and defense values. They can sink carriers! (if the carrier attacks you).
 
Top Bottom