December 29, 2002, 23:14
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#1
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Prince
Local Time: 14:28
Local Date: November 1, 2010
Join Date: Feb 2000
Location: Aarhus, Denmark
Posts: 550
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Infinit slaves bug
I just accsidentaly found out that there is an bug in the retreat system that lets you get slaves without killing any enemy units.
If you attack a unit with a stak containing a slaver, and imediatelt press the retreat button, each side only gets of one shot/hit, so normally nobody dies, but since the slaver survived the battel you get a slave.
If you walk up to an enemy city, surround it with pairs of slavers and combatunits, you can in theory get 40 slaves each turn. (6 pairs on each tile and units in cities regenerate)
A not unrealistic setup could be to trap a single barbarian hoplite, between a unit one tile away, and a full 12-unit stack with 6 slavers, and you will have a steady supply of slaves.
I know that overexploitning this will only create problems, but used right it can be a tremendous advantage: think of having 4-6 slaves in each city. That's a lot of slaves!!!!
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December 30, 2002, 01:29
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#2
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Emperor
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Yeah i know, just another reason to get rid of retreat.
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December 30, 2002, 08:34
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#3
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Prince
Local Time: 14:28
Local Date: November 1, 2010
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I'll just have to remember never to have a slaver in a raiding force.
I use retreat as a way of raiding enemy cities and armies without killing them. Or to weaken a defense force prior to an attak.
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December 30, 2002, 09:00
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#4
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Emperor
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Why dont you use a mainly bombarding stack of units and bombard them instead to weaken down cities or armies. Maybe this bug is why they took retreat out of multiplayer, but thought no one would notice in SP.
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December 30, 2002, 11:44
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#5
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Emperor
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Simple solution...
Exert a little self-control and don't use a feature that can exploit the AI - or a feature that you know that the AI will not use.
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December 30, 2002, 12:24
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#6
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Prince
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I know
I wish the AI would use it, that would be the best, or maby something like the SMAC solotion where a failing unit would attempt a retreat, her of cause it would be the stack doing it.
But that belongs in another thread.
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December 30, 2002, 23:18
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#7
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King
Local Time: 06:28
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i just knew
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December 30, 2002, 23:19
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#8
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King
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January 10, 2003, 21:09
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#9
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Prince
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Quote:
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Originally Posted by Martin the Dane
I wish the AI would use it, that would be the best, or maby something like the SMAC solotion where a failing unit would attempt a retreat, her of cause it would be the stack doing it.
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Thats the kinda thing i was trying to suggest on the other thread by doing it through SLIC, but from the sounds of it its impossible.
It would all depend on the attacker and defender, strength of defender/attacker, number of units and what terraint type it was on and from this it would work out how much health the retreating units would still have and also a percentage chance of and actual retreat taking place.
But if it cant be done, it cant be done
Even if these retreated units where not actually the same army, just new units that appeared on a corresponding tile in the appropriate quantities and health percent
-James
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January 11, 2003, 10:22
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#10
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Super Moderator
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Quote:
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Originally posted by SMIFFGIG
Thats the kinda thing i was trying to suggest on the other thread by doing it through SLIC, but from the sounds of it its impossible.
It would all depend on the attacker and defender, strength of defender/attacker, number of units and what terraint type it was on and from this it would work out how much health the retreating units would still have and also a percentage chance of and actual retreat taking place.
But if it cant be done, it cant be done
Even if these retreated units where not actually the same army, just new units that appeared on a corresponding tile in the appropriate quantities and health percent
-James
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Well we have these Events:
RunCombat(army_t, location_t, int_t , int_t)
Run one round of combat
VictoryMoveOrder(army_t, location_t)
The move into an attacked square after winning a battle
So what would happen if we would do something liek this:
HandleEvent(RunCombat)'MG_StopCombat'{
return STOP;
}
Would this stop the combat or would this end in a infinity loop?
-Martin
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January 11, 2003, 14:48
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#11
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Prince
Local Time: 14:28
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I can't imagine that having a good effect on the game. There's no way to end the battle if you don't run the combat rounds.
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January 11, 2003, 20:53
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#12
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Deity
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You could try generating a BattleAfterMath event or something like that...
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January 11, 2003, 21:41
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#13
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Deity
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Interesting. Shame you can't retreat in MP, it would have been a cool trick to pull on my brother to get a major advantage.
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