Closed pandasnail closed 6 years ago
Intentional. Silly exploiters! :)
G
Hmm, I feel like at some point you have to let the cheaters cheat if that's what they're gonna do. If a scout or whatever gets behind closed borders and is forced to sit there maybe all game unless I can find a barb camp to suicide on...that's a much worse outcome than some bozos robbing themselves of an honest experience imo.
Well, it's not so much that, as it is for the AI. The AI was unable to accurately weigh the pros/cons of disbanding outside of owned territory.
That's unfortunate, but I still don't think the right answer is trapped scouts being stuck until I can maybe get one or more Open Border agreements. I mean, scouting units can't get even be gives to City States I believe.
Well, let me ask this I suppose, if I open the FT to delete a unit that way, will having opened it up mess things up in some other way or will I be able to close it and go along as if nothing happened? If I can do that, I'll stop complaining and make do with that method even tho I disagree with the choice.
The AI + players who deleted units to prevent the AI from getting yields/bonuses from killing said unit ruined this for us all. :)
Deleting stuff with the FT won't hurt anything. I'll tell you what, though, I'll make an exception for recon units so they can disband wherever. Nice via media.
Ok! That's the main issue of it to me so I'm very happy with this compromise!
Can be exception added for workers? Sometimes it takes so long time to move captured worker to your territory - it is annoying. Or maybe some button that will mark worker as deleted and will delete it in 2 turns(so if someone want to recapture - he has a chance to do it)
Workers are common cheese for deletion so no.
People are reporting on the forum that the AI can disband units out of its territory, and frequently do so with workers. Is it intended? Should I ask them to fill a bug report?
Are they certain?
It's been this way since G modified the rules for disbanding recently. Scenario I've witnessed many times: the AI captures a worker in my territory and disbands it on the same turn. I thought it was intended -to give the AI a chance-, but if not I could report it on github.
https://forums.civfanatics.com/threads/quick-questions-quick-answers.573489/page-126
@LoneGazebo I would say it is probable that it was just liberated workers. So lets wait for a true bug report.
_1. Mod version (i.e Date - 4/23):_2/1
2. Mod list (if using Vox Populi only, leave blank): EUI Version
3. Error description: Disband button is missing unless in owned territory.
4. Steps to reproduce (optional):
Supporting information: Please note that you can attach .zip files by dragging-and-dropping them. If possible, zip up all supporting data and post that way.
Log files (always attach your Logs folder, located at My Documents/My Games/Sid Meier's Civilization 5. Make sure you have enabled logging before experiencing an error! Go here to find out how: http://forums.civfanatics.com/showthread.php?t=487482):
Save game (always attach a save that was made a turn before the error; located at My Documents/My Games/Sid Meier's Civilization 5/ModdedSaves):
CvMiniDump.dmp file (attach if experiencing a game crash. Located at Program Files/Steam/steamapps/common/Sid Meier's Civilization V):
Screenshots (optional):