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Re: cavalry archers, and other lost units
Sounds like a good idea to me: if the army wins, those who were ordered to flee remain with it. I'd think those who fled because of broken morale might still logically scatter. Once one starts running, it is hard to stop, but that's why a total rout is quite different from an orderly, planned, and purposeful retreat.
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Re: cavalry archers, and other lost units
Ohhhh most beautiful all mighty God of They Who Can Fly And Have A Quite Enervating High Pitched Voice (aka Parrots!), apply your persuasive and beguiling voice unto the Illwinter team http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: cavalry archers, and other lost units
Yes, yes, i can already divine the rise of Illwinter Dominion!
Yes, this would be nice to see along, with that "non-national militia" suggestion. |
Re: cavalry archers, and other lost units
This "Exit battle but stay with army" option gets my vote as well. Collecting and reorganizing retreated units, after a big victory, is a huge pain and makes little sense. It has prevented me from ever using "Fire and Flee" orders, and generally makes me put all my units in one huge group if possible, just because it is so annoying if half your army flees to another province while other half wins.
-Cherry |
Re: cavalry archers, and other lost units
This goes back to a discussion from way back on the Usenet...
I suggest a "raid" order. This is what light cav (and cav archers) could excel at. Have raiders cross from one province to an enemy province. Once there they engage in a fire and flee battle. Doen't matter what the results are, the province hit should experience heavy unrest, as population does not like enemy troops romping around and causing trouble. Light troops are better for this situation since on defense they can run down raiders. On offense they can escape. Archers allow for some extra attacks before the raiders flee. Want to stop raiders from crossing the border, causing trouble, starting a skirmish, and leaving? Then go to war and invade. Just like real life. I think this would add a new dimension to the game, would be easy to implement, and would raise the value of light cavalry. |
Re: cavalry archers, and other lost units
"Harass", "Skirmish", "Raid", whatever, please give us an order that makes Lt Cav behave like Lt Cav should ...
Today again I viewed a battle involving Cav Archers : the guys shoots incoming HI, but when the HI come to contact they engage instead of just breaking to the sides and continue peltering the footsloggers ... And then they're cut to pieces, game over http://forum.shrapnelgames.com/images/icons/icon9.gif Not a very effective Lt Cav eventually... |
Re: cavalry archers, and other lost units
the fire and flee works in an interesting manner now (dunno if it will makes original release though, perhaps the first patch)
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Re: cavalry archers, and other lost units
The improvements to Fire and Flee and the other orders that lead to units exiting the battlefield will be in the first patch. There wasn't time to get them into the gold Version and have them tested out thoroughly without delaying everything, which would not be good.
To summorize those improvements for those who don't know what I'm talking about, units that have been ordered to make a strategic retreat will remain in position with the army if it wins the battle. Those that rout due to morale failure will still be scattered in neighboring provinces, just as before. I'm not sure what will happen in a raiding situation if everybody has been ordered to retreat and the battle is "lost" because of the that. They may return to their province-of-orgin but I don't know. I'll post an update on that part of things when I have more info. |
Re: cavalry archers, and other lost units
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