Comments (7)
"Sleep"
from unciv.
This just sounds like asking for Civ 5's fortify+sleep option
from unciv.
In other games called "Sentinel" methinks... While we're at it: did Civ5 allow set-up catapults to sleep without losing set-up?
from unciv.
Ah, looking at it, in civ 5, neither sleep nor fortify units wakes up when an enemy comes near. They only do so if you set them to "alert". It's that units in civ 5 can sleep + alert or fortify + alert (though there's and... interesting interaction between fortify and alert that may be unintentional where it can't get the 40% defense bonus because of how waking up units works)
did Civ5 allow set-up catapults to sleep without losing set-up?
I... can't find info on that, and there's no way I'm getting Civ 5 set up on my flash drive in a way that'll let me check. I suspect the answer is "yes, catapults can be sleeping/fortified after setting up, but no, they can't do both in the same turn because the act of setting up is 1 movement" (intentional difference from civ 5: we deduct the movement from setting up at end of turn instead of immediately)
from unciv.
interaction between fortify and alert that may be unintentional where it can't get the 40% defense bonus
Sounds intentional. Being alert could imply short patrols for example (in meta) and the def bonus implies bunkering down with limited visibility.
Being set up and alert sounds like a pre-battle scenario, units just beyond the gates locked and loaded while the city units look on at the impending charge.
from unciv.
It may be intentional, but I kinda doubt it because it only doesn't reach 40% if there's an enemy in range. The way it works is if they wake up, they stop fortifying, which immediately ends the bonus, but if they don't wake up, they keep fortifying until the next turn. It's not common for us to have mid turn or start of turn effects on stuff like building improvements, so something like this imo might not fit how we handle this. Idk
from unciv.
I wanted to ask for a similar feature, to functionally transform some of my long range units into almost automated sentries.
But that may become to powerful, especially with the doctrine that removes the cost of military units stationed on your territory…
Anyway: cool thing to have.
from unciv.
Related Issues (20)
- 4.10.6 Windows JNI error while opening jar HOT 25
- Ошибка HOT 1
- Korea's science boost acting in cities besides capital
- Automated Workers replacing Great Improvements HOT 11
- Post game victory war politics don't follow HOT 14
- UnCiv does not generate translation files for difficulties HOT 3
- Unable to purchase tile within city range HOT 7
- Null pointer in automateWorkerAction upon clicking next turn HOT 2
- The game crashes and generates a report saying "Can't reach this tile" HOT 1
- UnCiv freezes after liberation of worker barbarians on foreign land without open borders HOT 10
- RFC - Smaller bundled JRE HOT 3
- Feature request: Consuming great people to provide numerical adjustments in technology/production capacity HOT 2
- Unciv getting crashed HOT 2
- Mods not working HOT 7
- Combat related conditionals don't work in triggers HOT 1
- Crash while two AIs were fighting HOT 3
- A Translation BUG in Mod Selection Screen about not Properties HOT 20
- Building on a system with only Java 17 installed HOT 5
- Forwarded from Unciv Chinese Community: Version 4.10.6 has been reported to contain the a.gray.BulimiaTGen.f virus after being reviewed by Huawei AppGallery, and is prohibited from being installed on Huawei phones. HOT 4
- Ввлетел код HOT 4
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from unciv.