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Re: Routing Mechanics
On a side note, if I were immortal and occasionnaly put into such danger that I might die again, I'd try to die every few months so I can be sure that I'm properly trained to handle pain.
Also, I would use "dying" to get back home faster. |
Re: Routing Mechanics
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Immortality. Home is just a suicide away. http://forum.shrapnelgames.com/image...es/biggrin.gif |
Re: Routing Mechanics
He wasn't beserk or immortal. Just wearing ring of the fish, luck amulet, and I forget what the last item was. However the army was very small (about 10 or so, half being commanders).
Maybe stealth units in the same province count towards that 75% of the army auto-rout number? Or perhaps 75% is counted from the total health of all units in the army rather than the number of units in it? |
Re: Routing Mechanics
Something doesn't quite follow the 75% rule. I know I've seen SCs stay and fight when their troops are all dead. I've also seen them rout.
They do seem more likely to stay if there were only a few troops to start with. |
Re: Routing Mechanics
The 75% rule is based on total HP. It's quite likely that the ancient Kraken had more than 25% of the hitpoints of your side, and thus didn't rout.
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Re: Routing Mechanics
Anyone know how battlefield summons (skely spam, imps, phantasmals et.) fit into the morale equations?
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That clears up a lot of confusion. In one game I used indy commanders as a shield wall, instead of my weak troops. I was sure I'd route if I sent my weak troops in. Good thing 75% of the commanders did not die! I also had a Wrym in one game route, and then it ran into enemy troops behind it. It fought the troops to escape, but then all of the sudden started actually fighting again. It must have regen'ed above the 25% mark. And I guess I need to be careful of disposing of severely-afflicted 310HP Monstrums. Quote:
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