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You're sure it's not just a convention? I imagine transports have more than one unit per tile, unless it's using a special placeholder or something and the unit is held in null space. Or air. I can't believe air units and ground units can't occupy the same tile.
It would take entirely rewriting the game engine, I betcha.
There must be MUPT-finding code in CBE. There can be a multiple of air units in a city. Civilian units and military units can stack (one of each), trade units are completely differently depicted, so could potentially be 'stacked' as well with a military and civilian unit on top of them (however temporary due to the changing nature of trade routes).
Quote from: BUncle on October 24, 2014, 06:36:06 PMIt would take entirely rewriting the game engine, I betcha.There are Civ 5 mods that do change one unit per tile to allowing stacking.Whether the AI handles this, it introduces new bugs, or even the internal workings of the mod, I have no idea. But, it has been done without rewriting the code. Although I do imagine the skill set to do so was pretty advanced. More advanced than the way AC modders do things with the exception of Yitzi's assembly language patch work.
However, "X units of each type per tile" is still very different than unlimited stacking.
Quote from: Yitzi on October 24, 2014, 07:00:40 PMHowever, "X units of each type per tile" is still very different than unlimited stacking.If you say so. Maybe there should be a practical stacking limit. One unit just isn't realistic.
You select location, forces, and perhaps mission time based on endurance, and plonk your task force on the location and start making mayhem (or be defeated in detail of course ).
The only way I can think of to avoid the "transit takes game years" approach is to work mission-based.You select location, forces, and perhaps mission time based on endurance, and plonk your task force on the location and start making mayhem (or be defeated in detail of course ).
But, AI is one of those open ended things. I really do not want to face Kasperov every single time if I play chess.
Quote from: Green1 on October 28, 2014, 01:35:42 AMBut, AI is one of those open ended things. I really do not want to face Kasperov every single time if I play chess.This isn't chess. Most TBS games let the AI cheat to make up for the AI. A chess board isn't that large, and it always starts the same way, so it's not that surprising that it's AI is rather perfected.
I also need to check to see if Civ BE has AI "switches" so one faction would like to go one way, or another in building, aggressiveness, and so forth.