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Post by notagoodname on Aug 13, 2006 18:52:03 GMT -5
Well it seems in warlords you can't move in the first 8 seconds if you are in enemy territory even if you didn't move at the end of the last turn. Also there is no stack attack off boats.
Is it intentional?
Personally i think it's great, it is much easier to defend, which can suck for inland sea and other defensive maps, but it is great for maps which were indefensable before.
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Post by ironclad on Aug 13, 2006 18:57:13 GMT -5
8 sec delay is fine... but when u move worker at last scond your whole turn freezes instead of just tha unit making you lose 8 sec at start of turn... or moving important units that were un moved last turn.
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Post by tommynt on Aug 13, 2006 19:19:51 GMT -5
it was very fine before with this 6 sec delay for the unit u moved, maybe 10 sec d have been better for the slow guys of us ( i m one of em) but freezing all screen is superanyoing - just not fun, i want play not do nothing
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Post by Tony on Aug 13, 2006 20:37:38 GMT -5
OMG that 8 second delay is probally the biggest bullsh1t in CIV.
Firstly i think double moves are part of sim move games, in certian situations, they give the attacker too much of an advantage so game mechnics should cater for this, not introducing an artifical BS feature that freezes your whole game for 8 secs.
Some times you 4get and you move a worker towards the end of turn, and you get lumbered with that crap!
IMO double moves were not a problem in C3C, week players who needed excuses would often compain about it, good ones would expect the double move and place units accordingly.
You can not stop sim move abuses, double moves are semi stopped but many others still exsist, an example is move a stack of defense units on a hill, once then get catapulted reinforce the stack with more units. This is Bullsh1t in its pureist form, my reactions are really slow and i have been punished for this on soo many occasions, unlike double moves you dont know what direction its comiming from or when!
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Post by Canucksoldier on Aug 14, 2006 0:36:34 GMT -5
Let me re-iterate, the current problem is a bug and has been fixed for the first patch, the original 6 sec timer is what is designed into the game to prevent whole sale double move abuse. You can argue for or against the old no limits double move, but Firaxis designed Civ4 to be a strategy game and reflexes were not part of that strategy, ergo the 6 sec move timer.
CS
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Post by tamijo on Aug 15, 2006 11:24:39 GMT -5
Never heard about this before, can someone explain in details when and how this works. Thought i was just on the slow computer when someone was faster than me, even though i was on no unit circle (or whatever that is called in eng.)
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Post by SirPartyMan on Aug 15, 2006 15:17:21 GMT -5
The intended behavior is that if you move a unit near the end of one turn, you can't move it again until 6 seconds has expired. This was to partially prevent the dreaded "doublemove" which became commonplace in CIV3. This was often cited as a reason that SP players didn't like MP.
Basically in CIV3 people would sit say 3 squares from a city (ideally invisible to opponent). At the very end of a move, they would advance 2 tiles (say it's a horse) and then at the beginning of the next turn move another 2 tiles (one square and then attack). This was like a blind attack unless the opponent had "sentinels" out or expanded borders.
In CIV4, it was decided to mitigate this by building in the 6 second delay. Even with this moving exactly 6 seconds before the end of a turn, and then at the beginning of a turn gives someone very little reaction time, especially with 2 move units.
As Canuck stated, the current Warlords has a bug in this regard, which will be fixed in the patch. The six second delay (which is intended) will remain.
Best, SPM
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Post by SirPartyMan on Aug 15, 2006 15:18:57 GMT -5
A related, but different technique is known as "fast moving". In this operation you pick one unit that you desparately want moved at beginning of turn. Make your move with .001 seconds left in turn (at the VERY, VERY end of the turn) and with good timing you will beat out your opponent. Your unit will move at beginning of turn.
This is similar to pressing CTRL-A at beginning of turn but even more effective when timed correctly.
Best, SPM
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Post by deviousdevil on Aug 16, 2006 3:08:41 GMT -5
. Also there is no stack attack off boats. There is stack attack out of boats if you ram that stack of boats against the city you want to attack. The change is to getting units to move off the boats as a group rather than doing the ram coast approach.
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Post by astax on Aug 17, 2006 23:28:53 GMT -5
It's total fubar because people will move at 11 seconds, then u counter the move at 10 seconds and you are screwed next turn.
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Post by deviousdevil on Aug 19, 2006 6:01:22 GMT -5
It's total fubar because people will move at 11 seconds, then u counter the move at 10 seconds and you are screwed next turn. I just hate when I'm moving a god-damned worker and get zapped by the 8 second delay where I can't even manage my cities. Sure, stop me moving military units, but why can't I manage other things.
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