November 10, 2003, 22:06
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#31
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Deity
Local Time: 00:00
Local Date: November 3, 2010
Join Date: Nov 2001
Location: That's DR WhereItsAt...
Posts: 10,157
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Quote:
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Originally posted by Willem
Of course, that's what they're for.
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/me nods
PeaSoup - sounds like one of a mistake made in the .bix file and they should take 16 turns each (a fortress does in PtW) or the Civilopedia is wrong. In lieu of a fix you can always go and change the .bix file yourself.
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November 11, 2003, 01:11
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#32
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Prince
Local Time: 12:00
Local Date: November 2, 2010
Join Date: Aug 2000
Posts: 371
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Some kind of logic is escaping me here.
I see the advantage in barricades because of the additional 50% defense it adds to the fortress.
But what's the big deal in the "stops enemy movement" aspect? Yeah, okay . . . the enemy is stopped on a tile that now gives him a 100% defensive bonus.
At least without the barricades, there is a chance that the quicker enemy units won't have the brains to stay within the barricade but rather, rush out into the open beyond (with their remaining movement points) where they are vulnerable.
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November 11, 2003, 02:11
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#33
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Warlord
Local Time: 04:00
Local Date: November 2, 2010
Join Date: Aug 2001
Location: Franky's Cellar
Posts: 241
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Quote:
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Originally posted by Chronus
Some kind of logic is escaping me here.
I see the advantage in barricades because of the additional 50% defense it adds to the fortress.
But what's the big deal in the "stops enemy movement" aspect? Yeah, okay . . . the enemy is stopped on a tile that now gives him a 100% defensive bonus.
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It would make sense if we could build barricades without first building fortresses...in fact, I think barricades that stop fast enemies for a turn are more interesting and valuable than fortresses, and in fact, I've even made a mod where fortresses give 0% defensive bonuses, and all the tiles already have fortresses on them (and I edited the terrain.pcx file to make fortresses invisible so the map wouldn't be so cluttered). So far I like the change, although it would be better to have the option of building a fortress, a barricade, or both on a tile depending on the situation.
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November 11, 2003, 13:45
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#34
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Emperor
Local Time: 08:00
Local Date: November 2, 2010
Join Date: Sep 1999
Posts: 3,361
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I thought the 'stops enemy movement' meant the surrounding squares, like the traditional ZoC rules from Civ2/Smac did.
Hmm...
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November 11, 2003, 14:25
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#35
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Chieftain
Local Time: 12:00
Local Date: November 2, 2010
Join Date: Dec 1999
Location: Stoke-on-Trent, England
Posts: 91
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Quote:
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Originally posted by PeaSoup
Well, they do take 16 turns to complete, but that's including building the fortress, so 8 turns for fort, 8 more for the barricades.
I know the AI uses forts (and maybe now barricades) in bottle-neck situations, but I gotta say I like barricades a lot since the human player will be able to use them in various situations.
Building barricades has helped me with defending my only source of wines a breeze against a KAI who just happens to be twice my size.
The barricades do stop movement, so it's prevented the AI from successfully pillaging the undefended square, though I'm unable to move workers safely out to clear the jungle, even with escorts..
So with a couple of Swiss pikes holding the line, the AI has no chance of ever taking the city away from me..
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Your city looks like a prime target for the New Improved Marine Corps!
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November 11, 2003, 14:28
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#36
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Settler
Local Time: 06:00
Local Date: November 2, 2010
Join Date: Oct 2003
Posts: 15
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Think of barricades in terms of WWI style trench warfare. What made WWI hell and the possibility of a breakthrough to end the war a dream was the fact that not only did you have to slog your way through the defenses to get to the trench in front of you, the enemy had prepared another half a dozen trenches behind it. Each trench would slow you down enough to keep your assault pinned and allow the enemy time to bring up another town's worth of troops to hold the line and solidify the new defensive positions.
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November 12, 2003, 13:43
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#37
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Emperor
Local Time: 05:00
Local Date: November 2, 2010
Join Date: Dec 2001
Location: Canada
Posts: 5,755
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Quote:
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Originally posted by Chronus
Some kind of logic is escaping me here.
I see the advantage in barricades because of the additional 50% defense it adds to the fortress.
But what's the big deal in the "stops enemy movement" aspect? Yeah, okay . . . the enemy is stopped on a tile that now gives him a 100% defensive bonus.
At least without the barricades, there is a chance that the quicker enemy units won't have the brains to stay within the barricade but rather, rush out into the open beyond (with their remaining movement points) where they are vulnerable.
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By forcing them to stay at the barricade, any defenders there get a chance to take some shots at them before they move on. Generally, I have at least one bombard unit in a Fortress, so having a Barricade as well ensures that I'll get at least one shot at them before they move on. And usually, if an AI's troops are wounded, it will withdraw them until they heal, so you've essentialy nullified it's attack, at least for the time being.
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