[avoid] versus [hidden]
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[avoid] versus [hidden]
Hello,
I don't have the means to test it currently, but I am considering certain idea.
Is it possible to make AI unit finish its turn on the [avoid]-tagged hex by the means of an ambush?
Let's say there is a small 1-hex wide ravine that is set for AI to [avoid]. It can easily move over it, but it will not finish the turn on it. Can I exploit invisible units, e.g., Wose in the forest, to cause the AI to end the turn on forbidden hex, thereby making it an easy target? I think it would be a really cool gameplay idea.
Sincerely,
I don't have the means to test it currently, but I am considering certain idea.
Is it possible to make AI unit finish its turn on the [avoid]-tagged hex by the means of an ambush?
Let's say there is a small 1-hex wide ravine that is set for AI to [avoid]. It can easily move over it, but it will not finish the turn on it. Can I exploit invisible units, e.g., Wose in the forest, to cause the AI to end the turn on forbidden hex, thereby making it an easy target? I think it would be a really cool gameplay idea.
Sincerely,
Re: [avoid] versus [hidden]
[avoid] and ambush are not related. You can ambush AI units just like human controlled units regardless of AI settings.
Regarding how the AI handles [avoid]: I'm pretty sure it just does not target hexes it should avoid. The path to the target can contain avoided hexes and thus any kind of move interruption may leave a unit on an avoid hex. This has no gameplay effect.
Regarding how the AI handles [avoid]: I'm pretty sure it just does not target hexes it should avoid. The path to the target can contain avoided hexes and thus any kind of move interruption may leave a unit on an avoid hex. This has no gameplay effect.
"If gameplay requires it, they can be made to live on Venus." -- scott