09.01.2013 - 06:14
Here are some wall exploits now possible with the new walling mechanics introduced with the Merge. The main point is that: if units are in a place in which they can wall, they will wall. 1) In the first image someone had WFed me with 2 units. I attacked his WF units with bombers without moving my walling units. When the next turn started and his units were gone, I walled anyway. This was not possible in Afterwind. 2) I love using this, and never thought of reporting it until a rank 4 made me realise that drowning infantries on water to make walls is not logical and is a bit of an exploit. As you can see, I just abandon an infantry one by one in the water, and before the battle phase, it does not show them as walled, as I didn't move them into a defence line. However, when the turn started, they were in a wall anyway. Again, this was not possible in Afterwind. 3) This one actually was possible in Afterwind; you actually have to move units into a walling position. In the first image, I had 2 transports with 15 infs. I move one transport with 14 infs ahead so the boats wall, then merge the two boats, drowning the infantry, but leaving it walled with the transport. Walling an infantry to a transport is also not logical. Then you rinse and repeat, and as you can see, by the start of a turn, I have walled on water. Allow me to say this one last time before these bugs are fixed:
---- "If in other sciences we are to arrive at certainty without doubt and truth without error, it behooves us to place the foundations of knowledge in mathematics." -The Opus Major of Roger Bacon
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09.01.2013 - 10:44
The first one is actually valid. Other two - not so much, will fix Thanks!
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09.01.2013 - 12:08
The first one you could do in Afterwind. This is not a bug, the units are not there(enemy) so the wall should be allowed. The second one you couldn't. Third is obvious and has always been known.
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20.01.2013 - 01:13
Yea, the first one is legit, but it's really annoying, I'll make a suggestion later on
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