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Re: Why do my berserk commanders disappear after winning fights
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99% of the time when i see a combat go to turn 75, its because the last remaining enemy units *couldn't* retreat. (Encased in ice, passed out and unable to get below 100 fatigue due to fatigue causing effects, etc...). Ie, incapacitated. In the specific case of berzerk, eventually that berzerker rage ends. Generally, berzerkers are exceptionally tired when they come down from their rage. Its not unreasonable to say 'turn 75' is when this happens, and its not a far cry from being incapacitated. Any other unit should have managed to retreat by turn 75. |
Re: Why do my berserk commanders disappear after winning fights
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Ideally the game should provide an instant retreat instead of an instead auto_kill as well as a game setting to adjust the auto_kill game turn. I'm sure many would increase the auto_kill game turn to at least turn_100. |
Re: Why do my berserk commanders disappear after winning fights
A time limit on berserk would also work nicely.
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Re: Why do my berserk commanders disappear after winning fights
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Re: Why do my berserk commanders disappear after winning fights
SC's are too powerful. Instead of autokilling on 75, it should be autokill on 50.
We can all repeat our points = ). But in retrospect, having it be something you could specify at game start would be cool, just given that almost everyone agrees that Tarts are the end-all be-all, I can't see why you would want to do anything to *increase* their power. |
Re: Why do my berserk commanders disappear after winning fights
The issue happens because the defenders have already routed. They lost the freakin' battle, and somehow manage to win because they couldn't run away.
The simplest solution is really to make the side that routs first lose the battle, regardless of whatever happens afterwards, and auto-kill the losing side. |
Re: Why do my berserk commanders disappear after winning fights
So remove rout retreats entirely?
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Re: Why do my berserk commanders disappear after winning fights
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This can be done if the developers were to add new spells which cause insanity on the target. Each time the target is successfully struck by the spell it adds 3 insanity. Another idea is adding a few new summon creatures which horrormark those which kill it. Another idea is a ritual spell which randomly teleports one commander, mage or SC to a random province. I'm working on a mod which can provide the first two suggestions, but I wish I could mod the autokill of turn75 to something of turn125. |
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