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-   -   Patch Improvements (http://forum.shrapnelgames.com/showthread.php?t=30666)

Gandalf Parker October 11th, 2006 02:31 AM

Re: Demobilization
 
Quote:

Cainehill said:
Quote:

Gandalf Parker said:
There is already some complaints on hosting times. Keep in mind that some of these suggestions would vastly slow down host processing. Particularly things that affect every province (with the new 1500 limit), or every commander...

You mean like calculating aging for every commander? http://forum.shrapnelgames.com/images/smilies/wink.gif

Actually yes. But that could be considered a fix for large maps and long games with full labs. Not to mention elites that are years away from their home province. So that fact that it impacts large maps is acceptable.

Teraswaerto October 11th, 2006 02:32 AM

Re: Points for Slumbering gods too high
 
You can use the pretender for taking indies no matter what the map size is, and an early advantage can grow with time. I think the points you get for not having your pretender ready on turn 1 is not too high.

JaydedOne October 11th, 2006 02:33 AM

Re: Points for Slumbering gods too high
 
Quote:

Cainehill said:

Not sure the 150 is wrong, but the added bonus for being imprisoned and not showing up for _three_ years (two years after the slumbering ones) should be at least as much as the bonus for slumbering.



Agreed. A simple suggestion might be that the bonuses should be inverted.

Kristoffer O October 11th, 2006 02:48 AM

Re: Points for Slumbering gods too high
 
For a while the imprisoned level was 300, not just 250, but we and the beta discovered that everyone went for imprisoned gods or (at times) awake ones. No dormant gods at all, so we decided to go for 250 points. Perhaps a lowering on the dormant is ok. Lets get back to this when there has been some more MP gaming.

BigJMoney October 11th, 2006 02:53 AM

Re: Points for Slumbering gods too high
 
Streamling the Dominions interface [cont...]

VI) The ability to see how much current castle defense your troops plus other abilities/spells are granting you.

VII) The ability to drag-scroll the map using the left mouse button. Especially needed in windowed mode.

=$=

Nerfix October 11th, 2006 03:03 AM

Re: Patch Improvements
 
NT, you didn't add the stuff from my thread?

Nerfix October 11th, 2006 03:07 AM

Re: Points for Slumbering gods too high
 
Quote:

biekert said:I'm also a little confused about aging - it seems like units' ages are increasing much faster than the 3-8 years that a dom3 game typically plays out in.

Did you take Death scale?

Daynarr October 11th, 2006 03:45 AM

Re: Points for Slumbering gods too high
 
Quote:

Kristoffer O said:
For a while the imprisoned level was 300, not just 250, but we and the beta discovered that everyone went for imprisoned gods or (at times) awake ones. No dormant gods at all, so we decided to go for 250 points. Perhaps a lowering on the dormant is ok. Lets get back to this when there has been some more MP gaming.

Actually, I'd keep costs as they are. Right now all choices are valid. If you reduce points from dormant, they will again not be chosen.

I think that best way to improve imprisoned is to reduce time they are imprisoned from 3 to 2 years.

DominionsFan October 11th, 2006 07:02 AM

Re: Patch Improvements
 
Quote:

Ballbarian said:
Battle replay "chugginess":
The fact that larger armies are common is fantastic. My problem is that while watching the replays there is a long freeze while the engine loops through an army's units looking for a suitable target for buffing spells. Similar stalls occur as large groups of units have their stats updated after having a spell like legions of steel cast upon them. I have plenty of graphic power, though my cpu is getting dated (1.3 ghz) and my ram could be better (512 mb).

All that said, I wondered if there was a programming equivalent to visual basic's "DoEvents" available for the next patch. If this was placed within any large loops it would allow the player to continue scrolling the view eliminating the sense of stalling.

1.3 Ghz CPU and 512mb RAM is just not enough. You should try to reduce the gfx settings, or buy a 3Ghz CPU and +1.5 GB RAM. Then you won't have any problems. http://forum.shrapnelgames.com/images/smilies/wink.gif

Nerfix October 11th, 2006 07:42 AM

Re: Patch Improvements
 
I have almost exact stats except double the memory. http://forum.shrapnelgames.com/image...ies/tongue.gif

Ballbarian October 11th, 2006 08:38 AM

Re: Patch Improvements
 
I think RAM is my primary bottleneck (and cpu). Guess I will be in the market for a new pc after I finish paying for my daughter's braces. http://forum.shrapnelgames.com/image...ies/tongue.gif

Ballbarian October 11th, 2006 08:41 AM

Re: Patch Improvements
 
Strange, my post didn't appear... so posted again.

Must be dreamlands in the forums again. http://forum.shrapnelgames.com/image...s/rolleyes.gif http://forum.shrapnelgames.com/image...ies/stupid.gif

DominionsFan October 11th, 2006 08:46 AM

Re: Patch Improvements
 
Quote:

Ballbarian said:
Strange, my post didn't appear... so posted again.

Must be dreamlands in the forums again. http://forum.shrapnelgames.com/image...s/rolleyes.gif http://forum.shrapnelgames.com/image...ies/stupid.gif

lol http://forum.shrapnelgames.com/image...es/biggrin.gif
I can see both of your last 2 replies. http://forum.shrapnelgames.com/images/smilies/smirk.gif

Twan October 11th, 2006 09:06 AM

Re: Patch Improvements
 
Quote:

NTJedi said: Please NOTE: Post your approval for suggestions others listed which you find important.
I will update the original topic allowing the developers to see which are in greatest demand.


I support all the Dhaeron ideas ( which are also mine ). I think that the improvement of the tactical part of the game (a new order for skirmishers, more precise final order or repeat function for commanders, etc...) should be the priority once all bugs are fixed as it's the sole area of the game without new possibilities, as well as all these suggestions were made hundreds of times in the dom 3 wishlist or here.

Fate October 11th, 2006 10:24 AM

Re: Points for Slumbering gods too high
 
Quote:

Nerfix said:
Quote:

biekert said:I'm also a little confused about aging - it seems like units' ages are increasing much faster than the 3-8 years that a dom3 game typically plays out in.

Did you take Death scale?

You might want to double check. Units don't start with exactly the listed age, more like +/- 10% the listed age.

boltar October 11th, 2006 10:28 AM

alt tab
 
using alt tab messes up the graphics really bad when you alt tab back into the game. this was never a problem in dom 2.

DominionsFan October 11th, 2006 11:29 AM

Re: alt tab
 
Quote:

boltar said:
using alt tab messes up the graphics really bad when you alt tab back into the game. this was never a problem in dom 2.

Yep it's a known stuff. I had this problem also. All you have to do is hit alt + enter, that will run the game in windowed mode, and change to full screen after that. It is fixing the problem.

biekert October 11th, 2006 11:52 AM

Re: Points for Slumbering gods too high
 
That sounds wise to wait for MP feedback... thinking out loud, perhaps in my games the early SC theory is less palatable because I always set independents to 9. Lower settings for independents make the awake-god strategy more palatable.

Amos October 11th, 2006 12:57 PM

Re: Points for Slumbering gods too high
 
Give us Save function pls
Its annoying not being able to play in full screen mode because i need to save outside the game.

thejeff October 11th, 2006 01:29 PM

Re: Points for Slumbering gods too high
 
Not sure what you mean by "save outside the game"?

If you're copying the .trn files to return to old turns, then I'm afraid it's working as designed and not likely to change.
I suspect most here would view it as cheating.

That said, it's your game and the --postexec switch and a little scripting should be able to give you that functionality.

If you meant something else, I'm curious what?

Amos October 11th, 2006 02:30 PM

Re: Points for Slumbering gods too high
 
I have been asking for Save for years. Why would I stop now?

Quote:

view it as cheating

I dont know what you mean. How is it cheating? Every modern SP turn based game has Save function.
P.S. Pls dont tell me that this game is MP only.

Quote:

the --postexec switch and a little scripting should be able to give you that functionality

That kind of defeats my point of playing in Full screen mode.

thejeff October 11th, 2006 03:15 PM

Re: Points for Slumbering gods too high
 
Philosophical question, I suppose.
It seems like cheating to me because the game is designed to be played without saves. Lots of things are easily abusable if saves are used.
But as I said, it's SP. Do as you will.

As far as I know, --postexec should be able to call a script that copies the .trn file after every hosting even in Full screen mode. You'd have to rename the file and reload the game manually when you wanted to load a save game, but you should be able to play full screen. I haven't tried it.

Morkilus October 11th, 2006 04:35 PM

Re: Points for Slumbering gods too high
 
It's your game, do what you will. But the devs designed it to NOT be the kind of game where you reload to fix your mistakes and fiddle with the random number generator. This is of course a contentious issue among gamers, so don't say that "every game should be x".

I refer you to this thread for some amusing reading, if you can take some potty language.

Qt3

Amos October 11th, 2006 05:01 PM

Re: Points for Slumbering gods too high
 
In my view its like censorship. Some one else decides for me what I can or cannot do. Shouldnt it be left to my discretion. You will use it if you want to. If you are against it in principle you dont have to use it. Many ppl do it anyway. Why not make it easier for us?

Leif_- October 11th, 2006 05:11 PM

Re: Points for Slumbering gods too high
 
Quote:

Amos said:
In my view its like censorship.

It's not censorship, it's game design, really no different from enforcing an ammo limit in a FSP or putting level limits on items in MMORPGs.

tibbs October 11th, 2006 05:27 PM

Re: Points for Slumbering gods too high
 
Quote:

Leif_- said:
Quote:

Amos said:
In my view its like censorship.

It's not censorship, it's game design, really no different from enforcing an ammo limit in a FSP or putting level limits on items in MMORPGs.

Yep, he hit the nail on the head. It is game design. That's all it boils down to. I happen to like it. It keeps the game flowing and its similar to real life. You consider all factors before taking action and you have to live with the decisions you make. If Hitler had a restart, maybe he wouldn't have begun a two front war. http://forum.shrapnelgames.com/images/smilies/laugh.gif

DominionsFan October 11th, 2006 05:29 PM

Re: Points for Slumbering gods too high
 
Quote:

tibbs said:
If Hitler had a restart, maybe he wouldn't have begun a two front war. http://forum.shrapnelgames.com/images/smilies/laugh.gif

I am not sure about that. http://forum.shrapnelgames.com/image...es/biggrin.gif

tibbs October 11th, 2006 05:33 PM

Re: Points for Slumbering gods too high
 
Quote:

DominionsFan said:
Quote:

tibbs said:
If Hitler had a restart, maybe he wouldn't have begun a two front war. http://forum.shrapnelgames.com/images/smilies/laugh.gif

I am not sure about that. http://forum.shrapnelgames.com/image...es/biggrin.gif

True. He was a poor general.

Agrajag October 11th, 2006 06:22 PM

Re: Points for Slumbering gods too high
 
While save games may be about game design, if people don't like the way saves are handled, then that's not very good game design.
I could program a game where you have to click "R" as many times as you can, until you can't anymore, at which point you get a message saying "you lose", it would be how I chose to design my game, do you think it will be popular?
To sum up my crappy example, just let the people have what they want so they can be happy, and let everyone play the way they like http://forum.shrapnelgames.com/image...ies/tongue.gif

Cainehill October 12th, 2006 03:19 AM

Re: Points for Slumbering gods too high
 
Quote:

Amos said:
In my view its like censorship. Some one else decides for me what I can or cannot do. Shouldnt it be left to my discretion. You will use it if you want to. If you are against it in principle you dont have to use it. Many ppl do it anyway. Why not make it easier for us?

It's not censorship. I _hate_ when people start going on about "its (sic) like censorship" when they have no clue what censorship is.

What _this_ is, is game designers deciding what to make _easy_ for you. You can still cheat - you just have to copy the files by hand. They didn't even try to make it hard by encrypting with a timestamp/crc type mechanism so you can't reload without hacking files.

So - run windowed, or switch back and forth, or learn how to use the command line options or scripts and stop whining. http://forum.shrapnelgames.com/images/smilies/happy.gif

Mortibus October 12th, 2006 03:31 AM

Re: Points for Slumbering gods too high
 
Exactly, Cainehill. The game is designed to be played specifically this way, and making a game a certain way is not censorship in any form.

So you choose to play a game, that's your choice, and by choosing to do so you leave certain things up to those who designed the said game, e.g. the rules.

Sure, to circumvent that is "cheating," but who cares? People cheat on video games all the time, and programmers accommodate it. Cheat away, it's your game, you bought it, make it do whatever you want. That's your call. The game itself is the makers call.

I personally spend a lot of time on many games saving and reloading when something goes wrong... I'm glad it's not an option, it removes the compulsion. Works for me.

Twan October 12th, 2006 07:00 AM

Re: Points for Slumbering gods too high
 
I can't understand how people can be annoyed by a save feature if they won't use it. Moralism about a videogame played solo by someone else is more than ridiculous IMHO. Saves are a good tool for learning a nation by experimenting different choices at some point, and I doubt that most players didn't copy/reload saves sometimes when they were learning the game.

Anyway, as saving manually is not really hard, there is no good reason for Kristofer to spend his time making an ingame save feature. I prefer to see him adding things to the game that have more purpose than just the economy of 2 clicks for some players.

Amos October 12th, 2006 09:43 AM

Re: Points for Slumbering gods too high
 
I just know that because Dom2 lacked Save function I only bought the game when I had nothing else to do (after a year of playing the demo). I didnt feel compulsion to buy it like I did with many other games. I guess it was a deal breaker for me.


And Cainehill that was just too hostile for me to respond.

DominionsFan October 12th, 2006 09:55 AM

Re: Points for Slumbering gods too high
 
Quote:

Amos said:
I just know that because Dom2 lacked Save function I only bought the game when I had nothing else to do (after a year of playing the demo). I didnt feel compulsion to buy it like I did with many other games. I guess it was a deal breaker for me.


And Cainehill that was just too hostile for me to respond.

Well Cainehill tends to be hostile sometimes. I guess it must be his online personality. http://forum.shrapnelgames.com/image...es/biggrin.gif

dfsuther October 12th, 2006 06:35 PM

Re: Patch Improvements: Mac Bugs
 
There are a bunch of "un-Mac-like" things in Dom III as currently implemented. Here goes:
  • Right-click is currently implemented as command-click, but it should be control-click to match the Mac standard.
  • Multiple selection is control-click, but it should be shift-click for contiguous selection or command-click for non-contiguous selection.
  • Clicking in a scroll-bar below the thumb should scroll down; above the thumb should scroll up. Neither does anything ATM.
  • Page-up and page-down should cause scrolling lists to scroll by one page, but does not.
  • up-arrow and down-arrow should cause scrolling lists to scroll by one line. They don't.

And of course, there's the one all-important non-bug: It runs on the Mac! http://forum.shrapnelgames.com/images/smilies/happy.gif

Leif_- October 13th, 2006 12:04 AM

Re: Patch Improvements: Mac Bugs
 
Quote:

dfsuther said:
There are a bunch of "un-Mac-like" things in Dom III as currently implemented. Here goes:

If it's any consolation, there are a lot of un-Windows-like and un-Linux-like things in Dom III as well. Illwinter's GUIs have always been a little ... idiosyncratic.

Talleyrand October 13th, 2006 12:37 AM

Re: Patch Improvements: Mac Bugs
 
Please add my support to numbers 11, 15, and 18.

Nerfix October 13th, 2006 04:16 AM

Re: Patch Improvements: Mac Bugs
 
Quote:

Leif_- said:If it's any consolation, there are a lot of un-Windows-like and un-Linux-like things in Dom III as well. Illwinter's GUIs have always been a little ... idiosyncratic.

Best one is the CoE one. Half is run by keyboard only, other half by either mouse or keyboard. http://forum.shrapnelgames.com/images/smilies/happy.gif

NTJedi October 13th, 2006 04:24 PM

Re: Patch Improvements
 
UPDATED: 10/13/2006 Suggestions placed within Nerfix topic were added. All future feature requests will need to be placed within this topic to save work/time for Illwinter.

Any post placed here requesting a feature will eventually be added to the original 1st or 2nd post providing Illwinter a quick one stop place for feature improvements.

Please NOTE: Post your approval for suggestions others listed which you find important.
I will update the original topic allowing the developers to see which are in greatest demand.

BigJMoney October 13th, 2006 04:34 PM

Re: Patch Improvements
 
Simple Ideas For Streamlining The Dominions Interface (cont...)

VIII) Hotkey (shift-i, "I") that allows you to forge an item on a monthly basis. (similar to the M hotkey for rituals)

IX) Hotkey (p) that stands for "previous commander without orders". The inverse of hotkey (n). Using both woud allow you to scroll forth and back.

Quote:

DominionsFan said:
1.3 Ghz CPU and 512mb RAM is just not enough. You should try to reduce the gfx settings, or buy a 3Ghz CPU and +1.5 GB RAM. Then you won't have any problems. http://forum.shrapnelgames.com/images/smilies/wink.gif

I have 2.8 Ghz and 1.0 GB RAM and the large battle scenes are usually "chuggy" for me, too. When I press "f" it's like nothing happens. A bit of engine optimization would be greatly appreciated.

=$=

Agrajag October 13th, 2006 04:47 PM

Re: Patch Improvements
 
I'll just quote those which I most desire. (And comment a bit on other stuff http://forum.shrapnelgames.com/images/smilies/happy.gif)

Quote:

NTJedi said:
4) Modder's Wishlist = Author: DominionsFan

Obviously, I'd most love to see what I suggested, but generally, I'm a little disappointed with modding as far as the transition from 2 to 3 goes.

Quote:

6) New Troop Orders
8) Battle reports from Storming Castles

Quote:

9) Grey-Out forging items which lack the resources

Also, the same should go for spells uncastable due to lack of gems (perhaps a different shade of gray to differentiate them from spells uncastable due to lack of paths)
Quote:

10) Reset command orders for insane commanders

Quote:

11) Castle/Fort status Provide a status for the building progress of castles/forts.

There already is a status report if you hover over a commander building a fort.
Quote:

13) Provide wrap-around option for randomly generated maps.
14) Monthly casting spells target provinces more wisely.
15) Have fleeing units stay in the province if the owner of the fleeing units is victorious.
16) Function to allow the disabling of specific combat spells.
17) Add a commander repeat previous commands
18) Mouse-scroll and scroll-wheel zoom on the battle map.

Quote:

Please NOTE: Post your approval for suggestions others listed which you find important.
I will update the original topic allowing the developers to see which are in greatest demand.


I just did :O

Amos October 13th, 2006 07:27 PM

Re: Patch Improvements
 
Quote:

6) New Troop Orders = Allow new troop orders such as "Fire until Retreats" where archers will target the enemy group with the greatest numbers and will stop using missle weapons when the enemy is fleeing thus reducing casualties from friendly fire.
8) Battle reports from Storming Castles= Some of the most important battles occur while storming a castle yet no reports are available. Battle reports for storming castles would be greatly appreciated.
15) Have fleeing units stay in the province if the owner of the fleeing units is victorious.
16) Function to allow the disabling of specific combat spells.

Those are very good suggestions.

Fate October 13th, 2006 07:45 PM

Re: Patch Improvements
 
I will just add my support to 8, 11, and 17 (storming casualty reports, fort construction status icon, and commanders repeating orders).

Theonlystd October 14th, 2006 02:45 AM

Re: Patch Improvements
 
The mages realize a vast majority of the time when the Enm is to close and they'll stop casting Shards at those units and then focus on Archers. Or groups behind the front line ones.

Y dont my archers also do that? My Archers insist at firing at 5 enm guys completly encircled by my men..


And everything on the first page sounds really good


And this is a totally superficial unimportant thing i'd love to see some day.. A Kill Board or whatever you wanna call it. No idea if its possable but the game seems to track when you get kills. Id really love to know how many Bandar Warriors i sent to there death threw the game and how many ghouls i killed threw a game. I really love pointless stats like that.

Ballbarian October 14th, 2006 02:59 AM

Re: Patch Improvements
 
Quote:

And this is a totally superficial unimportant thing i'd love to see some day.. A Kill Board or whatever you wanna call it. No idea if its possable but the game seems to track when you get kills. Id really love to know how many Bandar Warriors i sent to there death threw the game and how many ghouls i killed threw a game. I really love pointless stats like that.

That brings back fond memories of slapping imps in Dungeon Keeper just to see the slap score higher at the end. http://forum.shrapnelgames.com/image.../firedevil.gif http://forum.shrapnelgames.com/image...es/biggrin.gif

Corwin October 14th, 2006 03:22 AM

Re: Patch Improvements
 
1. It's maybe too much to ask, but it would be very nice to be able to see more detailed battle reports.

For example - in the late game there are always huge battles involving many hundreds troops on both sides. I think it would be very useful and nice feature, if in addition of simply telling me "Your troops won the battle, 30 out 150 of your non-magical troops died", the battle report would have a button whch said "View Detailed Battle Results". When the user press the battle it would tell him how many of each type of his troops die.


Many armies have some core "Elite" troops, and a lot of arrow/melee fodder. One of the big advantage of such detailed screen is that it would instantly tell you how many of your elite troops died, and how many of your trash troops die.



Currently there is no way of knowing this very useful inforamtion other than watch the battle(or count your elite sodiers after the battle). Using this option you can not only quikly know this result, but also ddecide if you want to watch this battle in replay or not.



2. Add one more statistic to brief battle result window, telling how many of your commanders has died, and how many were wounded during the battle

It is less important for the troops, but for commanders it's very good to know.


3. This has been probably said already, but please, add "monthly forging" command. This is huge timesaver. It is very convenient not to have to tell your 4 air mages to "forge Air Queels" every turn.


4. Add "Ignore Unit" command and shortcut. Ther are a lot of commanders who you just want to sit inside the castle with their troops. NOT patrol, but sit tight. Currently there is no way to permamently exclude then from being shown on "n" routine. This can be big timesaver.

5. Allow more accurate abjustments of magic reseach priorities. Like little "+" and "-" on both sides of the scale, to add one point of reseach or substract it.

Daynarr October 14th, 2006 05:05 AM

Re: Patch Improvements
 
Quote:

Theonlystd said:
The mages realize a vast majority of the time when the Enm is to close and they'll stop casting Shards at those units and then focus on Archers. Or groups behind the front line ones.

Y dont my archers also do that? My Archers insist at firing at 5 enm guys completly encircled by my men..


And everything on the first page sounds really good


And this is a totally superficial unimportant thing i'd love to see some day.. A Kill Board or whatever you wanna call it. No idea if its possable but the game seems to track when you get kills. Id really love to know how many Bandar Warriors i sent to there death threw the game and how many ghouls i killed threw a game. I really love pointless stats like that.

I assume you order your archers to fire closest.

Try giving them order to fire/archers or fire/none. Then they will either fire at enemy archers or chose their own target.

Agrajag October 14th, 2006 05:26 AM

Re: Patch Improvements
 
Quote:

Corwin said:
5. Allow more accurate abjustments of magic reseach priorities. Like little "+" and "-" on both sides of the scale, to add one point of reseach or substract it.

There's always the + and - keys to adjust research more accurately.
Although if you have a lot of research the increments tend to increase, so you get less accurate (atleast it was so in dom2, I haven't seen this change in dom3 yet)

Corwin October 14th, 2006 05:45 AM

Re: Patch Improvements
 
Quote:

Daynarr said:

I assume you order your archers to fire closest.

Try giving them order to fire/archers or fire/none. Then they will either fire at enemy archers or chose their own target.

You think fire/none works better than "fire close" for archer types? I always thought they kindof the same. Like if you give melee units no orders they will always act as if you gave them "attack close". Are you saying it works differenty with archers?

Daynarr October 14th, 2006 06:12 AM

Re: Patch Improvements
 
Attack/closest will order archers to attack closest target. In some cases they will shoot even it they will kill friendly units as well. In other cases they will try to get closer to that target to minimize spread of arrows and friendly losses. Sometimes it may seem that they are trying to engage target in melee because of it, but it's not true - they are trying to get close enough not to shoot their own troops; and usually end up in the melee as a result.

That means that attack/closest order should be used only in specific situations or for specific troops. Orders like that usually are given to javelin troops to throw 2 javelins they have after which they will engage them melee. Giving orders to common archers in back of the field to fire/closest is BAD IDEA.

Basically, fire/something is 2 fold command. First part orders troops to use missiles instead of close combat and second one designates first target. After that first target is destroyed or routed they will choose their next target on their own. Ordering them to fire/none actually doesn't specify their first target so they chose it randomly. They can sometimes even chose commander as target that way, but they may chose closest one as well. However, they usually chose target within their current range of missiles so you want to be careful when positioning them so they always have a good choice of targets at the start of the combat.

BEST option for archers in SP is fire/archers option where they will chose archer squad as first target. Enemy archers are often (not a rule though) poorly armored and very vulnerable to missile fire. Also, they fire at your own troops from safe distance which makes them best first target. Again, you must be careful with positioning as placing archers all the way back and melee in front of them on hold/attack will result in archers running in front of your melee troops trying to get in range to shoot archers.

Hope this helps.


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