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Available movement is precalculated based on invisible units, allowing player to avoid and/or find enemy units without risk.
Same trick can be used to find barbarian camps (try to move unit to general vicinity of known camp until game will not let you move. That will be the tile of camp )
Steps to Reproduce
Select Destroyer in bottom left near Lillibaeum
From movement select screen, 2 tiles up 2 tiles right is a hidden submarine in enemy territory
Also unable to move to take Lillibaeum due to precalculated movement penalty adjacent to enemy unit
(for advantage) move Destroyer one tile up/right, kill Submarine with aircraft, then successfully take city w/ Destroyer
By my memory, original CivV handled this by allowing all movement in fog of war without penalties, recalculating in case an enemy unit came into view (or calculating visible movement possible and actual movement possible seperately?), forcing players to either move with care or risk unintended consequences, as:
Case 1) When movement is cut short by adjacemt enemy penalty: leave unit stranded with 0 movement left
Case 2) When final destination would have been enemy, do not attack and stop unit one tile short. Allow for retreat if remaining movement is available.
The text was updated successfully, but these errors were encountered:
Is there an existing issue for this?
Game Version
4.10.16
Describe the bug
Available movement is precalculated based on invisible units, allowing player to avoid and/or find enemy units without risk.
Same trick can be used to find barbarian camps (try to move unit to general vicinity of known camp until game will not let you move. That will be the tile of camp )
Steps to Reproduce
Screenshots
Link to save file
Too large, see
https://pastebin.com/7US5U6Zw
Operating System
Android
Additional Information
By my memory, original CivV handled this by allowing all movement in fog of war without penalties, recalculating in case an enemy unit came into view (or calculating visible movement possible and actual movement possible seperately?), forcing players to either move with care or risk unintended consequences, as:
Case 1) When movement is cut short by adjacemt enemy penalty: leave unit stranded with 0 movement left
Case 2) When final destination would have been enemy, do not attack and stop unit one tile short. Allow for retreat if remaining movement is available.
The text was updated successfully, but these errors were encountered: