sea creature

Beta4 testers

Re: sea creature

Postby KGB » Tue Aug 09, 2011 9:58 pm

SnotlinG,

I assume you mean as random production. I hope you can manually set them as production in the map editor.

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Re: sea creature

Postby SnotlinG » Wed Aug 10, 2011 8:52 am

Yes I mean random production, the can still be set in the mapeditor of course. :-)
Currently they can be randomized as part of the players starting units though. Depending on how we change the seacreatures I think it would make sense to remove them from the starting units as well.
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Re: sea creature

Postby SnotlinG » Sun Aug 14, 2011 1:03 pm

SeaCreature cost changed to:
Land: Impossible
Swamp/City/Ruin/Temple: 2
Water/Shore: 1
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Re: sea creature

Postby KGB » Sun Aug 14, 2011 5:34 pm

SnotlinG,

With that change you will now need to prevent players from buying Sea Creatures in cities that are not right next to the water. Otherwise players are going to do so and not realize they can't move their units and find they are screwed.

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Re: sea creature

Postby SnotlinG » Sun Aug 14, 2011 9:42 pm

Yes I suspect you are correct.
Lets evaluate this change for a bit before I update the city-buy-unit logic. No need to do the extra work if the change sucks :-)
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Re: sea creature

Postby KGB » Mon Aug 15, 2011 12:40 am

SnotlinG,

Hard to know how penalizing it's going to be to not be able to move sea units.

I can say this much. On the Small World map I was *this* close to buying a Sea Serpent on turn 1 for my capitol in our team game. If I had, you'd either be re-doing my capitol production or undoing the no move on land change because I am land locked by 1 square.

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Re: sea creature

Postby SnotlinG » Mon Aug 22, 2011 9:23 am

Update completed to filter out all the SeaCreatures from the Buy-list of cities that are not adjacent to any water...
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