Page 1 of 1

Archers vanish with Gunpowder.

Posted: Fri Aug 31, 2018 10:27 pm
by Hans_Lemurson
Archers, given the experimental Bombardment ability in this game, are a handy unit, and very different than most others in the game.

Gunpowder makes them go obsolete and there is no replacement unit with the Bombard ability. :(

In truth their bombard power was too weak to be of any real importance, and mainly were useful as Scouts, but I think their obsolescence is a bit of an oversight.

Posted: Sat Sep 01, 2018 9:46 am
by Corbeau
Well, giving them the Bombarder flag and not giving it to no other unit was a "compromise" that basically broke common sense. For the record, Iw as against it :)

Posted: Sat Sep 01, 2018 3:35 pm
by wieder
The bombardment ability of the archers is removed for the future games.

Posted: Sat Sep 01, 2018 3:36 pm
by wieder
Then again while it didn't work out it was a nice experiment and now we know (for sure:) the downside of that kind of ability for an early unit.

Posted: Sat Sep 01, 2018 6:47 pm
by jwrober
What was the downside of archer bombard?

Posted: Sat Sep 01, 2018 7:08 pm
by wieder
The downside was the ability to get info from the defenders without a certainty to lose the unit investigating the city. This may sound like not that big deal but it can be really effective if you know what you are doing.

Posted: Sat Sep 01, 2018 7:18 pm
by Corbeau
Not a downside in my view.

Posted: Sun Sep 02, 2018 3:03 am
by cgalik
Too big of an upside is my view, big game change. (fun for sure, but probably too much info)

Posted: Sun Sep 02, 2018 8:24 am
by Corbeau
Well, compared to diplomats, partial risk for partial information. Seems legit.

Also, keeping secret the number of units in a city is an illusion and doesn't really make sense. You can choose to think that it does, it's a computer game after all, you can choose anything you want. But there is more reason for not being able to keep it a secret.

Yes, it's a big change from what people got used to over the years, and that's the main problem. It's hard to adapt to a big change. But then, again, it can be argued that it is a change for the better.

Posted: Sun Sep 02, 2018 10:31 am
by Wahazar
Corbeau wrote:Well, compared to diplomats, partial risk for partial information. Seems legit.
I second this - diplomat reveal full information including buildings, production etc.
Additionally, it is not possible to bombard from aboard - you need to unload unit first, thus trireme recon raid argument, held in other thread, was invalid.

Posted: Sun Sep 02, 2018 10:49 am
by Corbeau
Oh, trireme recon is valid. Triremes can move through rivers, so bring an archer on a trireme, attack, load back, move trireme. Still, needs specific terrain - city next to a river tile - and is perfectly realistic and eligible.

Posted: Sun Sep 02, 2018 12:27 pm
by Wahazar
Corbeau wrote:Oh, trireme recon is valid. Triremes can move through rivers, so bring an archer on a trireme, attack, load back, move trireme. Still, needs specific terrain - city next to a river tile - and is perfectly realistic and eligible.
No, it isn't. Bombardent flag code assume that unit is airborne and transported on carrier, see:
http://forum.freeciv.org/f/viewtopic.ph ... 350#p99458
I tested it during implementation of artillery turrets: http://forum.freeciv.org/f/viewtopic.ph ... 430#p99472 - no bombardment even if on native tile, while loaded.
There is appropriate warning message if you trying to do this.

Posted: Sun Sep 02, 2018 1:37 pm
by Corbeau
Erm... Yes, unload it first, attack, reload it without moving. Unless I'm wrong, loading is possible even with 0 moves left.

Isn't it?

Posted: Sun Sep 02, 2018 1:46 pm
by Wahazar
Corbeau wrote:Erm... Yes, unload it first, attack, reload it without moving. Unless I'm wrong, loading is possible even with 0 moves left.
You are right, I forgot that on land it is possible to load/unload on-site.