why clunky 'pre-emptive anti-exploit' interactions should not exist

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bbqftw

banana vendor for unhuman entities
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Jan 18, 2014
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TL;DR the ability of ghost armies (0 strength armies) to permanently persist in other countries nations (that are furthermore unmergeable) permanently prevents you from declaring on that nation

lmao lets just randomly block DOWs for no reason because someone might exploit it:

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nice interaction with 0 ghost stacks you can't do anything about

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poorly crafted anti-exploit interaction + epically QA'd game = ayy lmao invincible countries you can never DOW

IPSiWhz.jpg


(there aren't even enemy troops)

FviLuKL.jpg


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Last edited:

bbqftw

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it actually applies to a lot of clunky mechanics that are blocked for no reason (like not doing XYZ while at war), just happens that sometimes these mechanics combine to destroy a perfectly fine run
 

bbqftw

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ok apparently this can be fixed by:

if ghost army is exiled, exiling a 'rescue stack' and dispatching it to the location of the ghost army, otherwise send unexiled stack

then selecting both stacks and having them both go to automatic fleet transportation

then merging the armies.
 

atwix

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What's really foul about this one is that declaring while having troops in enemy territory used to be possible, but treated on similar grounds as breaking truce. Somehow despite the relative lack of utility in most practical scenarios, we instead get magic force fields.

heh, did that get changed recently then?

anyhow....


how did you manage to get a unit on automatic transportation near an inland sea @bbqftw?

I also wonder if THIS might be the bug that causes the colonizer doomstack "wait in port for ages eating attrition" bug that (i my suspicion) has to do with buggy automatic transportation.

why? cause you see colonizers breaking buggy doomstacks in ports in 10 pieces, reshuffling and merging, and sometimes they then snap out of it.

maybe post it in bugs, together with my above suspicion..