-
Notifications
You must be signed in to change notification settings - Fork 41
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Queued shields are halved for unique units same as changing type #1915
Comments
This is not specific to unique units. It happens every time when you buy a unit and then don't end up building it for any reason. For example, buying Settlers in a size 1 city and then trying to change production to a different unit the next turn would produce the same result. It's not tied to stored production being above or below the unit cost. I tried this in a 3.0 test game, and as long as you don't buy the unit you can't build, you can switch to anything else without any shield penalty. |
The exploit that we wanted try to prevent is:
I'm not sure if it's an exploit, but we need to keep this in mind:
I think that the following should not be penalized:
From 3, it is clear that we only want to penalize when the player changes production. Force-changing production doesn't solve 1. Technically this is already scriptable: Lua has a I think a penalty could apply to the shields that were bought. Maybe one loses half of them when changing production. This would still allow 2 while making 1 less attractive. |
When a player buys a unit that cannot be built then switches to building something else, penalize half of the shields that were bought. This changes the previous overjealous behaviour where half the total amount of shields would be lost. Closes longturn#1915.
When a player buys a unit that cannot be built then switches to building something else, penalize half of the shields that were bought. This changes the previous overjealous behaviour where half the total amount of shields would be lost. Closes #1915.
Describe the bug
If you build a unique unit - Navy Troops in LTX as an example - and then continue to build Navy Troops in other cities the shields will store as you cannot actually build more than one unique unit. If you learn a tech (Amphibious Warfare) and want to build Marines with those stored shields, the client cuts the shored shields in half at swap same as if you were building a unit and changed to a city improvement.
NOTE: This could be a "feature" and not a "bug" per se, depending on how you are trying to exploit the game mechanics.
To Reproduce
Steps to reproduce the behavior:
Expected behavior
This is problematic on a couple of fronts:
There are a couple ways we could go about "fixing" this issue:
I personally like the first. This is an exploit we probably should look to eliminate.
Screenshots
vs
Platform and version (please complete the following information):
Additional context
Add any other context about the problem here.
The text was updated successfully, but these errors were encountered: