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Re: Auto-routing alternatives
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Re: Auto-routing alternatives
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Re: Auto-routing alternatives
You also don't always know when you have a hope of retreat. If you had a province at the start of the turn, then lost it, you could expect an orderly retreat, but have no where to go.
On the other hand, you could take a province next to a surrounded castle. You could base it strictly on the situation at the beginning of the turn, but then people would complain that their precious units died because they stayed and fought against overwhelming odds. The "morale might recover" suggestion did make me think of something that's annoyed me for a while. Priests casting sermon of courage on routing troops. Since there's no way to unrout (other than berserk?), this is pointless and shouldn't happen. Preferably, routing troops who have their morale magically boosted should get a new check to return to battle. |
Re: Auto-routing alternatives
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Re: Auto-routing alternatives
The only fact that the hard turn limit was put so low was so battles wouldn't last forever for old computers at the time the game was made...
There is no good reasons currently to set a limit so low. The best alternative would be to be able to set it (up to whatever). The result would be that in most game the limit would be raised to 500 or even more. 2 reasons come to mind : the first being that most players have a decent computer, and it's stupid to limit a software for the minority that doesn't have it, and the second one is that this limit generates unwanted battle results. Argitoth and others provided good examples of times when the hard limit doesn't make sense, and I've yet to see a valid reason for limiting this to a number so low. Even if the solution I'd prefer would be to change the system so the fight drags on for turns. Another good solution could be a cumulative bonus to fatigue / malus to morale for every turn after a set limit. Which would add realism to a battle... after all, who can claim to fight for hours without tiring at all ? Actually, any solution would be better than this hardcoded killing and routing abberation. |
Re: Auto-routing alternatives
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What answers your problem isn't a limit to 75 turns, but : - "go to turn XX" command, - "go forward until this unit acts / gets hit" command, - "go back in time" command. |
Re: Auto-routing alternatives
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Re: Auto-routing alternatives
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Re: Auto-routing alternatives
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The topic is 'Auto-routing alternatives'. I'm not off topic. But thanks for the respect, Booyakasha. Quote:
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Re: Auto-routing alternatives - easy solution?
Why not simply make it part of the options when starting a game? One for auto-rout limit and one for auto-kill, set them to default at 50/75, and allow them to be increased by 25 (?) per click.
Wouldn't that make everyone happy? |
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