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new orders planned?
I was wondering if the next patch will add some new tweak to orders, or even new orders?
- the fire and flee, with troops which stay in the province if you win the combat (nice thing to get some usage of light units and skirmishers) - the bodyguard command with the no-missile-weapon-used bug fixed. Thank you for your time, Pocus. |
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The second issue is not a bug. If bodyguards would be allowed to fire weapons it could result in two whole armies of missile troops just staring at each other across the field each sequestered in their respective corner and just waiting for the other side to close into range, which neither side would do since both were all on guard commander. Perhaps it would have been historically correct in some instances, but it has been decided against. |
Re: new orders planned?
the loophole you describe already exists IMO :
this is not different from 2 spellcasters which have orders to cast spells, and are each in a corner of the battlefield. Because troops bodyguards a leader, which is either a melee leader (at maximum, he will move after the 5 rounds of forced you gave to him), or a spell caster, and we are back to the first example. But my point was to find a fix for missiles units who are advancing (and have their butts handed on a plate) against the enemy, because they have no targets in range. If you were to add an order which is 'fire, or hold if nothing in range', then this would alleviate the problem described. Thank you for taking the time to give a reasoning for the negative answer, anyway. For the first point, its a bit sad to hear that you wont add it. It was discussed before the release of dom2, and I remember either Daynarr of Psitticine saying it was to be implemented rather soon. [ February 10, 2004, 14:33: Message edited by: Pocus ] |
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I'd hopes too that the "Fire and Flee" order would be changed or some kind of "Skirmish" order added, and previous threads replies were rather positive.
I'm disappointed ... http://forum.shrapnelgames.com/images/icons/icon9.gif As for bodyguards, I don't see the big problem it would be to have bodyguards exchange missiles - as archers ordered to fire already do -, but well, no big point.. http://forum.shrapnelgames.com/images/icons/tongue.gif |
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There is a new function in hold and attack. Missile units will fire during hold and then attack.
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But still no such thing as attack & hold? For when the ammo runs out.
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> the loophole you describe already exists IMO :
this is not different from 2 spellcasters which have orders to cast spells, and are each in a corner of the battlefield. Because troops bodyguards a leader, which is either a melee leader (at maximum, he will move after the 5 rounds of forced you gave to him), or a spell caster, and we are back to the first example. A less common occurence. If this option was availabe people would perhaps use it causing booring and silly battle replays. Mages are rarely alone, they are to vulnerable, and thus there is less of a problem regarding mages. > But my point was to find a fix for missiles units who are advancing (and have their butts handed on a plate) against the enemy, because they have no targets in range. If you were to add an order which is 'fire, or hold if nothing in range', then this would alleviate the problem described. Alleviate? Wouldn't they stand idly if there was no one in range? Is the problem that archers advance to their own death when their infantry friends hold their positions according to their orders? > Thank you for taking the time to give a reasoning for the negative answer, anyway. > For the first point, its a bit sad to hear that you wont add it. It was discussed before the release of dom2, and I remember either Daynarr of Psitticine saying it was to be implemented rather soon. Other stuff, mostly improved modding, has gotten the upper hand. Now you will be able to disable your old time enemy Magic Duel http://forum.shrapnelgames.com/images/icons/icon12.gif |
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- do not charge into melee after running out of ammo and, - do not retreat into another province if you win the battle. |
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If "Fire and Flee" could be modified to allow firing until the enemy is 1 turn away - or even until a unit engages in melee - archers and javelin units could be used for skirmishes and raids... Quote:
If stalemate-avoidance is really crucial (I don't think it is), an exception could be hard-coded so that in any battle, if no units move or fire on either side for 10 turns (eg 2 Groups of archers waiting for the other group to move), all orders get deleted. PLEASE!!! PLEASE PLEASE PLEASE!!! http://forum.shrapnelgames.com/images/icons/icon10.gif -Cherry [ February 10, 2004, 18:13: Message edited by: Saber Cherry ] |
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This could also be given to non-missile units where the meaning would be "hold infinitely" (or at least "hold for 10 turns, and only then attack"). I donīt think there is any historic justification for not being able to give defensive orders. |
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However, I don't see why a "fire or hold" order (or firing by bodyguards) would be problematic. Dom II already enforces a time limit that resolves stalemated battles. At worst, you could have two regiments of archers that fire at each other, and if neither has routed by the time ammo is exhausted, they both stare across the battlefield at each other until the time limit arrives and the attacker retreats. While this could certainly be unfortunate for the attacker, it's his own fault for not bringing a contingent of melee troops (or having them routed early) - or using the normal Fire order for his archers, which would let him give a target priority and have them attack when their ammo runs out. The battle will still end with a definite resolution. Currently units such as Vanir, Daoine Sidhe, Red Guard, Centaur Warriors etc. are considerably reduced in effectiveness as bodyguards because they won't use all their weapons. To say nothing of the poor Things of Many Eyes which have no use if they can't even guard summoners... |
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'Hold and Attack' orders allowing firing of missile weapons is (on the other hand) good news. The thing that really gets me though is the 'fire and flee' command. As it is skirmishing is impossible, because your army of skirmishers will scatter to any adjacent provinces, inevitably meaning some are without commanders and cannot be regrouped. With all respect to Illwinter for an awesome game I must say that 'fire and flee' is broken. The change in 'Hold and Attack' doesn't help you skirmish, because the whole point is never to come to melee. Please please Illwinter make skirmishing possible - if you do it will change my style of play, and consequently the nations I play, considerably. |
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Yes. By all means have the scattering behaviour for routing units. But units that deliberately retreat by any mechanism would and should stick together.
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[ February 11, 2004, 01:12: Message edited by: Coffeedragon ] |
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So to summarize we have a new hold&attack implementation, where dual missile/melee units will be able to fire, then charge to melee. What is still missing is a hold+/fire hold+ : same behavior than in the new hold/attack, that is hold if nothing in range, or fire missile weapons. fire : same behavior as of now, that is, if nothing is in range move, otherwise fire. Then archers would at Last be able to behave *somehow* historically. As of now we have our archers Groups which move to get in range of the enemy, with the usual problem of having them stomped by advancing enemy infantry. ------------------------------------- allowing BG to fire their missile weapons: I think its a non issue too, and I concur that its more annoying to not have this problem fixed, that to have in rare occurences 2 armies iddle, with the attacker retreating when the max number of round is elapsed. In fact where is the problem? That we will have to watch a replay where nothing happen during 30 rounds, once every one hundred battles??? Is it a so horrible prospect that IW prefer to stand adamant (& alone) in his belief? |
Re: new orders planned?
to add some water to the mill (a french expression...) about why I (we...) think that 2 armies with only archers on BG will be a very rare occurence...
We know that if an army has only BG, then as soon as one loss is incured, the whole army rout. So in essence, no player will ever dare to do that, except if he dont knows about the rule... => BG with missile firing ability is even less a problem that we all think of. I really urge IW to reconsider their position. It dont makes sense to refuse fixing this big loophole for a reason so weak, argument wise. |
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(that was not a promise, just an OK on your thoughts) |
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A recent example: If you set your orders to retreat and try to assassinate someone you will retreat and die. http://forum.shrapnelgames.com/images/icons/icon12.gif This seems to annoy people. Waiting for 50 turns of slow battle replays because you didn't expect the enemy to do the same 'stupid' battle setup as you, would be considered annoying. |
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Sorry about the rant, but the arguments I'm hearing are getting rather silly, IMO. |
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Sorry about the rant, but the arguments I'm hearing are getting rather silly, IMO. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Or just stop the battle if nothing happens for say 4 turns (no fire, no melee, no spells). And note that currently we have to wait for dissolving leaderless magic creatures and end of poison effects, not counting routs where chasers can't outrun the routed army... And so ? Not a big deal neither, press Q ! http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: new orders planned?
I guess one of the points not mentioned yet is that "fire and hold" orders would be great for reducing friendly fire issues when your crossbowmen massacre units that pursue routers. If they would stop firing after two volleys, that would not happen any more. Also, after two volleys armies are pretty much engaged in melee already, and you usually don't want them to keep on firing into the fray (if you do, then you could just order them to "fire"). And yet, they would remain on the battlefield and serve as a Last-ditch defense of commanders if melee units fail to rout the enemy. Therefore, although the new Version of "hold and attack" will help combo units, such as Tien Chi cavalry, it saddens me that the problem of friendly fire still remains. This has been mentioned quite frequently as one of the things that can ruin the enjoyment of the game, and I hope that in future we'll have more options in order to avoid it.
edit: Btw, if orders could be geared towards number of volleys instead number of turns for missile units, that would be great. Otherwise, even with fixed "fire and flee", crossbows would only fire one volley and then retreat. [ February 11, 2004, 20:46: Message edited by: HJ ] |
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[ February 11, 2004, 22:03: Message edited by: Norfleet ] |
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[ February 11, 2004, 22:15: Message edited by: Norfleet ] |
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That IW can consider revising these orders is fine for me, even if they are not on the top of the priority list.
Thanks for the debate. |
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