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Re: Light Infantry... what the ****
I definitely agree with the skirmishing suggestion. Makes LI much better at their designated role without changing the gold=stats resources=equipment rule.
I'm also inclined to support the terrain+encumbrance=initial fatigue at start of battle suggestion, though I'm more than a little worried about this giving AE Ermor and its 0 encumbrance troops an unfair advantage. Then again, it sure is thematic. Setting game balance concerns aside and tackling this strictly from a simulation arc, the defenders in difficult terrain should either get only half the fatigue similarly encumbered attackers would get, or none at all. Swamp/Mountain/etc. survival units should also gain either half or none of the standard fatigue. Edit: Accidental BBCode. Hate when that happens. [ April 14, 2004, 22:02: Message edited by: Vicious Love ] |
Re: Light Infantry... what the ****
The main problem is that the AI loves to use these useless units as well. This is a part of the 'weak AI' problem.
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Re: Light Infantry... what the ****
This isn't really about LI, but I'd like it a lot if the timed orders like Hold and Attack and Fire and Flee gave you an option for timing. Like 1 turn of firing if your troops are javelineers, so the HI can't catch up to you before you run or 3-4 turns if you're using archers and you don't want them to fire when your infantry lines clash.
Also, if the battlefield were longer on both ends, so that both sides would have to run farther in routs, lighter units would be able to run down retreating heavies if you have no national cavalry and you actually managed to beat them. |
Re: Light Infantry... what the ****
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The AI should avoid building (most) LI unless desperate. Instead, higher priority should be given to buying mages or castles. Giving the AI players a prediliction for high admin castles and a good production scale would likely help as well. |
Re: Light Infantry... what the ****
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The problem with castles was already discussed and the main problem seems to be that its hard to make rules on how would AI decide to build his castles. I would suggest discussing this in another thread since its pretty large topic and it wouldn't be good if this one loses focus on current issue. |
Re: Light Infantry... what the ****
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Thats all IMHO anyway. |
Re: Light Infantry... what the ****
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Re: Light Infantry... what the ****
Provinces with terrain should place obstacles on the battlefield. Bogs, underbrush, rocks, etc. (Farmland isn't much of an obstruction unless it's rice fields - or maybe in late summer/early autumn.) Any unit that moves through an obstacle suffers fatigue equal to its base fatigue (possibly limited to once per turn if it moves through several obstacles) and may cost extra movement points too. Any unit that fights while standing in an obstacle suffers 50% more fatigue. Appropriate survival abilities eliminate these penalties.
Jasper, if I have an army of C'tissian light infantry against your Ulmish heavy infantry, the battlefield damned well *will* be entirely swampy if I have anything to do with it. If we are fighting in a swamp province it shouldn't be that hard to arrange. Realistically, the more mobile units will get to pick the battleground. Battles being fought on fields with rough terrain were rare in medieval European history because both sides were led by heavy cavalry. Nobody wanted to fight in a swamp. But the Gallic wars were another matter - skirmishes in the woods were common and the Gauls did well in them despite their lighter equipment. This is partly semantic - such engagements weren't *called* "battles", but men killed in them were just as dead. An example from _De Bello Gallico_ (trans. McDevitte and Bohn): Quote:
And if light infantry had 1-2 points more defense, average heavy infantry might start to tire before they had already killed 3 times their own numbers and routed the rest (elite or experienced heavy infantry would still do well against average LI, but elites are expensive and experience takes time to acquire). |
Re: Light Infantry... what the ****
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One of them is supply usage. If you make LI Size 4 (which will in itself ensure that they deploy one per size 6 square) instead of Size 2 (the normal Human size, which results in tight formations of 3 per square), they will start eating 3 supplies each, which means, 3 times as much as they do now. If anything, HI should "eat" more, not less, than LI (to reflect additional supply usage, as well as the increased need for food for heavily armed/armored men and their abstract supply bearers). Also, I believe size has an effect on arrow fire - as in, the battle engine decides which square an arrow hits, then which "sixth of a square" actually gets the arrow (this may be wrong, though). If this is the case, a single Size 4 unit would have as much probability of getting hit as 2 Size 2 units in the same square, effectively making a loose formation of LI an arrow magnet (they'd cover 3 times as much ground, with a 66% filling rate, which would mean stray arrows would hit more I believe). In fact, this Last point might be avoidable by increasing the size to 4, but giving them a 50% Air Shield (if I understand the effect of Air Shield correctly, as in, it means 50% of missiles are lost on the unit). Is that possible? And can one change supply usage? [I just had a look at the "modding.pdf" document, and didn't find commands to give an air shield to a unit, or to change its supply usage] |
Re: Light Infantry... what the ****
Ugh! That took some time reading.
I find it strange that there is less focus on LC than LI. Perhaps everyone has given up entirely on LC. I have http://forum.shrapnelgames.com/images/icons/icon7.gif . Perhaps there was another thread regarding LC a long time ago. There are several ideas on how to improve LI and LC. Most of what is said in this thread has been considered before, but some new ideas do pop up. Many of the ideas are good, they just havn't been implemented. Keep the discussion open. |
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