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Re: Small suggestions for the next patch
I know that "Fire Archers" is better for friendly fire, but there are situations when there are no archers on the field and your archers are happily firing into your own units. So even if "fire archers" makes it better, a command for archers so that they rather dont shoot, than to risk friendly fire would be a nice addition. (and i think that in bigger battles, there should be always a target to fire at without risk for the own troops)
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Re: Small suggestions for the next patch
real men don't use friendly fire:off
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Re: Small suggestions for the next patch
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Re: Small suggestions for the next patch
Personally, I would like MORE heroic "abilities" with tradeoffs (like Obesity) I love the flavor, and like having the chance to tweak strategies to accomodate the unit's personality.
Some sort of "Accept Collateral Damage" setting for groups with ranged or AOE (heat, frost) abilities would be VERY handy though. A toggle with 3 settings: "HEY! be CAREFUL with that thing." "Just try not to hit TOO many friendlies, k?" and "Let god sort'em out." would be perfect (assuming, of course that the AI chose targets and movement appropriately) After outlandishly oversized melee weapons, Lack of friendly fire damage is one of my biggest Fantasy Game pet peeves. I'm glad it's there in this game. However, that doesn't mean I don't get annoyed when my Children of Rhaux lose a battle for me by charging right into the middle of a pile of my own militia or whatnot setting em all ablaze. A little bit more control would be really nice ) |
Re: Small suggestions for the next patch
Having archers set to fire at archers works better if they are flanking. Even if there are no archers, they are at least firing at the side of the enemy with more chance to hit them than your own guys. I find that most AI set their archers on their right flank (high on the combat field) so I set mine on the left flank (also high on the combat field). Alternately, cavalry flankers set for attack rear seem to work best on my extreme right (low on the cormation screen).
It may be that the attacking commanders to get items only works better because it tends to make me put more commanders into battle than just what I need to lead the troops, thus increasing my chances. Also, I tend to use a cavalry commander with cavalry guards and the whole group set for hold-and-attack-rear which tends to take out more commanders before they can flee. Either way, the logic seems to work altho I havent done hard numbers. It feels right in an RPG way. http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Small suggestions for the next patch
Hmmm. Currently when an independent flees they have no where to go and thus die. Would it be cool or obnoxious to allow them to flee to another indy province? Or have undefeated indy's recruit slowly (a la late game instead of push overs they're hordes). They'd only get their province income and supply so they'd stay on the small side.
Or to be greedy, have the fleeing indys die and drop their items http://forum.shrapnelgames.com/images/smilies/happy.gif I'll try out the flanking archers...generally i keep them centered (although playing tien chi now and they're devestating with wind guide and flame arrows) |
Re: Small suggestions for the next patch
Some of these aren't exactly small suggestions anymore... would belong better to NTJedi's old request thread.
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Re: Small suggestions for the next patch
I might compile and re-post later just to clean it up. Maybe get ambitious and do a tiered survey or something. I just like the discussion personally and hope some of the ideas filter up eventually. Its not like the games broken, so I still waste most of my playing hours on it http://forum.shrapnelgames.com/images/smilies/happy.gif
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Re: Small suggestions for the next patch
I haven't installed the most recent patch due to bugs, but LA Mictlan's PD underwater needs a-fixin.
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Re: Small suggestions for the next patch
thought land troops couldn't create underwatr PD?
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