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Commands
So we know that you can't any longer target mages or commanders. What are the new options for targetting? front, middle and rear? or can you still fire at archers, closest, etc.
In Dom I (for all you betatesters who haven't played/don't remember Dom I) the choices for missile/attack targeting were: none (in particular) enemy commanders enemy magic Users enemy archers enemy cavalry enemy fliers closest enemy In addition, are the basic commands different or the same? have any been added (I heard something about 'flanking' i think)? Again in Dom I the choices were: none attack [submenu above] fire [submenu above] guard commander hold and attack [submenu above] fire and flee [submenu above] retreat The command set for commanders, of course, was larger. So, could anyone tell us some about the changes please? |
Re: Commands
A radical idea: combine the 'attack' and 'fire' commands. For almost every unit, it's a total no-brainer which one to choose, so it could easily be left up to the AI.
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um, that's a cool idea and all, but could one who is enlightened give us a rough run-down of what the options actually are for unit orders? It would be most appreciated.
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Re: Commands
thanks for the reply.
So the new order options are more or less attack/fire rear, archers, closest, cavalry, or none (in particular)? *edit: BTW it is truly great that you can now do flanking manouvers. I would always try in Dom I with cavalry on 'attack commanders' or 'attack magic Users', placed way out on the sides, but a lot of time they would get distracted and run into the front line instead of flanking - so I'm truly happy about this addition. thanks IW http://forum.shrapnelgames.com/images/icons/icon7.gif [ October 20, 2003, 13:31: Message edited by: st.patrik ] |
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and another interesting option in attack/fire large monsters - I assume that this designed to combat super-combatants. |
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