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Re: Micromanaging armies and commanders
Thanks johan. Sorry if my earlier post made it sound like there was a bug. The docs for the demo are pretty sparse so it looked like a problem since I have yet to see my flankers go after the rear most unit(s).
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Re: Micromanaging armies and commanders
Thanks Zen. I also need to learn how to use the Hold command. Right now I end up getting my forward troops hit with too many arrows/javelins from the guys in the second rank. http://forum.shrapnelgames.com/images/icons/blush.gif
PS - What happens if both sides have multiple Hold orders? Will one side or both attack after those set orders expire? [ November 30, 2003, 23:25: Message edited by: Elmo ] |
Re: Micromanaging armies and commanders
Units (not commanders) Only have a Hold and Attack command and then a type you want them ato attack after they hold (Closest, rearmost, etc.).
Both will perform their orders and hold. Something you may be trying that isn't working for you is using Hold and Attack with a unit with a Javalin, because an Attack comand with someone with a javalin means they will not use it. Friendly fire is a part of Dom2 http://forum.shrapnelgames.com/images/icons/icon12.gif Unfortunately a large part expecially if you arn't spacing and setting your units correctly. Try using default commands and not spacing your troops very far apart to get better results with Javalins. More often than not they will get 1 or 2 volley's of Javalins before they are able to engage, unless they are going up against other Javalin units with the same orders, or Archers, which will mow them down unless you are using the decent Pithium ranks. |
Re: Micromanaging armies and commanders
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Something like "Fire and attack" and "Fire and hold" orders would go a long way to improve the usability of missile troops and combo troops (such as Tien Chi cavalry and legionaires) in the game. "Fire and attack" would be great for strong troops who are good at both roles, or good at melee and just happen to have a missile weapon as well. "Fire and hold" would be great for everybody else, since you don't really want them firing in the crowd once the lines crash anyway, unless you're using wards (which are not that easy to come by for just any army). You would get the most out of your missiles, as they tend to count when the field is open to soften up opposition, and reduce friendly fire significantly. All the components for the orders are already there, so I guess it wouldn't be too hard to code either. As it is now, friendly fire, along with the AI not building any forts and hence not fielding any national troops, are two of my biggest gripes, to a point that they hamper my enjoyment of the game. I am seriously considering composing missile-only and missile-free armies, as this is the only way I can make sure nobody gets killed who wasn't intended to be. This also renders spells like Flaming arrows useless, since I know who will be on the receiving end of them. In short, it's limiting diversity of the game options for me, and I'm beginning to think that waiting for a patch to continue playing might be a good idea - something I don't like. [ December 01, 2003, 10:34: Message edited by: HJ ] |
Re: Micromanaging armies and commanders
HJ
While reading your post I kept thinking of Braveheart where Longshanks fires on his own men as well as the Scots. http://forum.shrapnelgames.com/images/icons/shock.gif Seriously though, can you set your front line troops to Hold while the guys behind use up their ammo or do indirect fire troops have unlimited ammo? I've only played the demo so far and don't know the answer. Regarding forts, I could have sworn I saw the AI build them in my Last demo game. Elmo [ December 01, 2003, 10:19: Message edited by: Elmo ] |
Re: Micromanaging armies and commanders
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In any case, these are my gripes. Some people have others, like inability to adjust battle speed, which don't bother me personally, but these I mentioned do indeed. |
Re: Micromanaging armies and commanders
Yeah I've lost troops to my own arrows when they are pursuing a routed enemy. Just chalked it up to fog of war but I'm going to experiment with the full game when I get it to see if micromanaging can reduce those losses. Just thinking out loud here but can you put the archers out front so they fire and then retire back through your lines?
I also have not had a problem with replay speed but most of my battles have been realtively small. I just hit "Q" once the outcome is obvious and then go read the final re**** to get the head count. Maybe I miss something doing that though? |
Re: Micromanaging armies and commanders
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As for replay speed & watching battles - I guess it's a personal thing. Some people play for the results, or have viewed the battles so many times so that they have lost interest. I tend to enjoy watching them, as they are the main point of the game, IMHO. Not so much because of the improving my effectivness of play, but because I like it, and I watch even the most insignificant battle just because I enjoy them. Being able to speed up battles wouldn't hurt, but it's definitely not a showstopper for me. |
Re: Micromanaging armies and commanders
Thanks for the help everyone.
Would you say the tactical battles use a rock-scissors-paper approach? IOW each type of unit generally can kill another type but in turn gets killed by something else. For example: swordsmen generally kill archers, archers kill cavalry, cavalry kill swordsmen. What I'm fishing for is whether there is one unit that is powerful across the board or whether each has strengths and weaknesses. In AoW:SM flyers have been generally regarded as overpowered compared to most other units. Just wondering about D2, although I know the game hasn't been out that long. HJ - Yes the MTW tactical engine in D2 would be awesome although I'm sure it won't be happening. Maybe in D3... http://forum.shrapnelgames.com/images/icons/icon12.gif |
Re: Micromanaging armies and commanders
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In short, you cannot look at just the troop types, as in MTW, AoE, or AoM, because so many things act in synchrony, and things like magic and items add further layers of complexity to the gameplay. Some things might be stronger than the others, but eventually there isn't anything that cannot be countered, while at the same time there are many ways to approach on how to do it. |
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