Abilities and choices
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- irrevenant
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No, because an L0 unit has no ZoC, but can discover a hidden unit. The common denominator here is "adjacent hex", not "ZoC".zookeeper wrote:You can't trigger an ambush without stepping on the ambusher's ZoC, so isn't it pretty intuitive to associate how ambush works with ZoC?
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- Thrawn
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if not revelaed, you may move a unit onto the hex with an ambusher, but that would just then trigger the ambush, so--that being said, I thinkthat is how a lvl0 ambusher should work...zookeeper wrote:What do units next to each other have to do with there being two units in the same hex?Noyga wrote:Btw, no revealing ambushed units next to you might cause problems, since there cannot be 2 units at the same hex.
...please remember that "IT'S" ALWAYS MEANS "IT IS" and "ITS" IS WHAT YOU USE TO INDICATE POSSESSION BY "IT".--scott
this goes for they're/their/there as well
this goes for they're/their/there as well
- Ken_Oh
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Making ambush work better has been discussed tons before. I would say that it has been discussed to death but no idea satisfactory to the devs has come out of it all. I've always thought, much like this guy's suggestion, that hidden units should be undetectable, even to the point that enemy units can move and rest on top of them. Then, some other gameplay considerations would have to be made, but you would have a much more useful ability.
Actually, that sounds like it would be a much less useful ability - the unit would be basically unable to fight on forest, which is its most effective terrain...
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Not to R an OFW, but since we're on the subject of Ambush...
...would it be possible to have moves only queued in "Shroud Updates: Off" mode and then have these queued moves ignore Ambushing units?
Once the player makes a move that would force the queue (like selecting an attack or turning SU: On), the moves would be run one at a timefrom their original positions now NOT ignoring Ambushing units. This would make for a surprise if the unit happened to have passed into enemy ZOC, which is exactly what the ability is supposed to do. This would also remove the dreaded "search" function that EP has warned us about.
I'm not sure if this is implementable, but if it is it would solve all of the current problems (but perhaps add new ones?).
...would it be possible to have moves only queued in "Shroud Updates: Off" mode and then have these queued moves ignore Ambushing units?
Once the player makes a move that would force the queue (like selecting an attack or turning SU: On), the moves would be run one at a timefrom their original positions now NOT ignoring Ambushing units. This would make for a surprise if the unit happened to have passed into enemy ZOC, which is exactly what the ability is supposed to do. This would also remove the dreaded "search" function that EP has warned us about.
I'm not sure if this is implementable, but if it is it would solve all of the current problems (but perhaps add new ones?).