[Bug?]Starting Scout Training Time.

Scanned all the thread titles created thus far, didn't notice anything that directly applied.  Don't know if it's a bug or misunderstanding of the system.

 

Noticed that the training time for the starting default scout was listed as 20 turns, compared to 3 turns for the other stock starting units. Made my own scout, upgraded even with a club for a token attack, same move, same stats otherwise, and it only cost 3 turns training time.

 

Thought I'd mention it.  Sorry if its some big known issue or already reported or whatever.

 

 

6,277 views 10 replies
Reply #1 Top

Easily confirmed, and the only post I've seen on it. Even if you make a new unit type with just the scout equipment (and thus identical to the default one), it takes 2 turns to build instead of 20.

As an aside, probably should've put [Bug] at the start of the topic name. :)

Reply #2 Top

Quoting Foogsert, reply 1
Easily confirmed, and the only post I've seen on it. Even if you make a new unit type with just the scout equipment (and thus identical to the default one), it takes 2 turns to build instead of 20.

As an aside, probably should've put [Bug] at the start of the topic name.
End of Foogsert's quote

 

I don't like to call Bug unless Im sure it's not me just being stupid.   Thought maybe there might be some intrinsitc value to the starting scount I didnt understand.

Reply #3 Top

Quoting Bingjack, reply 2

I don't like to call Bug unless Im sure it's not me just being stupid.
End of Bingjack's quote

Even if it's you being 'stupid' you should still post. Better that we find out that it isn't a bug than that noone posts and it stays in :)

Reply #4 Top

How did you get him to have a speed of 6? When I tried that in my last game, none of the gear raised that stat.

Also: Using the scouts gear package adds that gear to the doll but the stats aren't changed to reflect that. The rogues package doesn't even have its graphics implemented yet. (But this was maybe intentionally not implemented yet.)

Reply #5 Top

Quoting MilConDoin, reply 4
How did you get him to have a speed of 6? When I tried that in my last game, none of the gear raised that stat.

Also: Using the scouts gear package adds that gear to the doll but the stats aren't changed to reflect that. The rogues package doesn't even have its graphics implemented yet. (But this was maybe intentionally not implemented yet.)
End of MilConDoin's quote

 

I simply chose the "upgrade" option for the default scout.  Had the same stats (even added a club) but only a fraction of training time/cost (what I assume to be the *correct* time because it was in line with the other units). Adding alsmost any gear though dropped its speed.

 

[edit] Actually, I take that back. If you upgrade him you can add the HP boost and a spear for a pretty badass starting scout who moves at the same speed.

Reply #6 Top

I think that if you use the scout to do what his name implys than the 10 days is appropriate. He can out run almost everyone and pick up treasure spread across the map very quickly. 10 days or whatever it is is a good value for what you can use him for.

Be creative with units, they do more than just attack. :)

Reply #7 Top

Concerning the pick-up of treasure: How can you give it to another unit?

Reply #8 Top

Quoting porternielsen, reply 6
I think that if you use the scout to do what his name implys than the 10 days is appropriate. He can out run almost everyone and pick up treasure spread across the map very quickly. 10 days or whatever it is is a good value for what you can use him for.

Be creative with units, they do more than just attack.
End of porternielsen's quote

 

That wouldn't hold with convention in this genre.  Traditionally early game scout units are just that...units you can get out quickly to reveal the surrounding territory, and gobble up goodies.  They are nearly useless for anything else, as they have no real combat value, so they only play a significant role in the very early game.  Having to wait 20 turns for a scout unit would be...how do you say..."retarded."

Reply #9 Top

Quoting Bingjack, reply 5

[edit] Actually, I take that back. If you upgrade him you can add the HP boost and a spear for a pretty badass starting scout who moves at the same speed.
End of Bingjack's quote

I am so doing that my next game :)

I was wondering about the 20-turn scout myself, I can't imagine it's a balance thing. If it was something like 6 or 10 turns maybe but 20 is most likely a bug.

"That wouldn't hold with convention in this genre." I do hope to see some use for Scouts a bit later in the game (not all the way to the end though obviously) - I never liked the fact that once you get another unit with equivalent movement (which usually happens early) Scouts become pretty much useless.

Reply #10 Top

Quoting whiterabbit007, reply 9

Quoting Bingjack, reply 5
[edit] Actually, I take that back. If you upgrade him you can add the HP boost and a spear for a pretty badass starting scout who moves at the same speed.
I am so doing that my next game

I was wondering about the 20-turn scout myself, I can't imagine it's a balance thing. If it was something like 6 or 10 turns maybe but 20 is most likely a bug.

"That wouldn't hold with convention in this genre." I do hope to see some use for Scouts a bit later in the game (not all the way to the end though obviously) - I never liked the fact that once you get another unit with equivalent movement (which usually happens early) Scouts become pretty much useless.
End of whiterabbit007's quote

 

If they got some sort of upgrade at some point that vastly increased their field of vision, they could serve the same purpose as "radar ships" in GalCiv, which are indispensible.

 

It would have to be a significant upgrade to justify their upkeep though, which at least currently, is equivilent to a much more useful unit.