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Default Actions
This is more nitpicking than 'necessary feature', but it'd be nice nontheless.
Id really like for there to be a default action for unit types. Like say when a sage is made, he'll automatically be put on research instead of defend castle. Could there be a more useless action than defend anyway? You might was well throw it out for this scale: Priests: Preach by default. Should the domain be maxed out, then patrol. Commanders: Patrol Mages (or anyonewith research points): Research. If research is maxed, then patrol. (anyone with reanimate option): reanimate longdeads Also, should the commander be idle (defending) when the turn is pressed, could they resort back to the table? Would save people mucho time. Well, thats about all I can think of. Yeah, its useless mid-beg game, but late game with 50 provs/armies imagine the chaos. |
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On the other hand, I would like to be able to remove defending commanders from the unit cycling list. In other words, an option so that they will be ignored when I hit "N". |
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When leaving a commander and his units on 'Defend'... they should get some type of defensive/protection bonus during combat since they're ready and waiting for battle. A commander doing a blood hunt should not have the same advantage as an army which is ready and waiting for battle.
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Yeah. Default "defend" seems to be very useful; I wouldn't want it to change. Setting default orders for any commander made in a province might be nice, though.
[ November 05, 2003, 04:04: Message edited by: Saber Cherry ] |
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Defaulting to "patrol" might rid you of some population if you're not careful, so I don't think that I would like to see that implemented. Defend is the same as idle, only different in name basically if there is no castle int he province, and idle is definitely better than doing something that you don't want them to do.
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Hmm. I didnt know that patrol could rid you of people, my bad http://forum.shrapnelgames.com/images/icons/icon7.gif
But though my reasons are different, It'd still be alot more convenient for some types of units. Researchers in particular. |
Re: Default Actions
patrol wont kill population unless you manage to have unrest, thats all.
On the doms II feature list there was an entry about the fact that units on defend would cost only half upkeep. Dunno if it has been implemented, but it would be an interesting choice. |
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Defending, hunkering down in one small place and always catch the attacker. Patroling, moving around the big freak providence and having a better chance at attacking/spoting a moving army. It makes no sense to have the defend option catch attackers while patrol doesnt. |
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Patrol doesn't "catch" attackers? I've never seen that. You're saying an army can invade a province, and patrollers will also still be in the province? I thought that only sneaky units could go through, and in that case, only patrolling units had any chance to cath them - no?
PvK |
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Any army in the province who isn't hiding or sneaking will get involved in any battle that occurs there. The only exception is the Defend Castle order, which causes people to stay in the castle instead of meeting aggressors when they enter the province.
This, BTW, is the reason for the Move and Patrol order. If it were just Move, units would go to the new province (all movement between friendly provinces occurs before movement into enemy provinces) and then go to Defend by default. If an enemy attacks, they'd go into the castle instead of fighting. Move & Patrol tells them to switch to Patrol instead of Defend after the move, allowing them to engage in any battles that occur during the same hosting. |
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(I realize this is probably in the manual, but I haven't got the manual yet.) |
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[ November 07, 2003, 23:40: Message edited by: HJ ] |
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