Alpha Centauri 2

Sid Meier's Alpha Centauri & Alien Crossfire => Modding => Bug/Patch Discussion => Topic started by: Dio on May 29, 2014, 07:26:48 PM

Title: Boarding sea transport bug?
Post by: Dio on May 29, 2014, 07:26:48 PM
I noticed that a land unit with more than 1 movement disembarking from a sea transport outside a base onto a land square or base requires only a single movement point. However, a land unit with more than 1 movement boarding a sea transport outside a base takes up all of the land unit's movement points. Is this a bug? Should it be changed?
Title: Re: Disembarking sea transport bug?
Post by: Geo on May 29, 2014, 07:29:14 PM
I kinda like the ability to have a move available after embarking from a transport, so definitely don't consider it a bug.
Title: Re: Disembarking sea transport bug?
Post by: Dio on May 29, 2014, 07:32:52 PM
However, the second part prevents you from using sea transports as bridges to cross a single tile of water.
Title: Re: Disembarking sea transport bug?
Post by: Geo on May 29, 2014, 08:27:04 PM
That's true.
Title: Re: Disembarking sea transport bug?
Post by: Buster's Uncle on May 29, 2014, 08:43:05 PM
The AI wouldn't take advantage as smartly, of course, but lessening the frustrations in gameplay for people has a distinct upside.
Title: Re: Disembarking sea transport bug?
Post by: Yitzi on May 29, 2014, 09:25:40 PM
I don't think it's a bug, though whether it's ideal game design is another question.
Title: Re: Disembarking sea transport bug?
Post by: Nexii on May 31, 2014, 01:47:17 AM
Well it could also be coded such that a unit can only embark one transport per turn.  But this might be just as clunky in design.

Would agree that it's not a bug, however it very much diminishes the usefulness of "Amphibious" modifier.
Title: Re: Disembarking sea transport bug?
Post by: Geo on May 31, 2014, 05:15:28 AM

Would agree that it's not a bug, however it very much diminishes the usefulness of "Amphibious" modifier.

How's that? IIRC, Non-amphibious units can't attack from their transport, even when having multiple moves available. Those multiple move units first have to make landfall.
In case of a rover it might mean making landfall, spending the second move attacking, and likely getting destroyed during the next player's turn for its trouble.
Title: Re: Disembarking sea transport bug?
Post by: Nexii on June 04, 2014, 05:53:52 AM
Yea, I suppose it's that transports very vulnerable to air.  I've been trying out AAA at 200%.  That makes it somewhat less risky for units to remain in a transport. 

One interesting thing about amphibious is that it applies to bases as well as transports.  So amphibious troops can attack a base next to the coast, or move onto land from a base by the coast.  It certainly has its uses.

I think the reason for ending the unit's turn on boarding has historically been so that multiple transports can't ferry a unit on the same turn.  It's sort of logical when you think about it.
Templates: 1: Printpage (default).
Sub templates: 4: init, print_above, main, print_below.
Language files: 4: index+Modifications.english (default), TopicRating/.english (default), PortaMx/PortaMx.english (default), OharaYTEmbed.english (default).
Style sheets: 0: .
Files included: 31 - 840KB. (show)
Queries used: 15.

[Show Queries]