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-   -   Help me with combat orders, please (http://forum.shrapnelgames.com/showthread.php?t=17017)

Jader December 10th, 2003 12:45 PM

Help me with combat orders, please
 
Can somebody give me a good explain of battle orders for troops? Is there possible to cast one spell and then engage in combat? My commanders used to cast spells all the time or none.

December 10th, 2003 01:10 PM

Re: Help me with combat orders, please
 
There is a command called "Cast a Specific Spell" or "Hold or Cast Spell" that if you select it once it will allow you eo choose a spell, or have it cast one at random, then you can choose another order from the top selection (Including Attack Once) or a Behavior (the bottom one) incluind Attack (type).

liga December 10th, 2003 03:15 PM

Re: Help me with combat orders, please
 
yes, but I think only for commanders http://forum.shrapnelgames.com/image...s/confused.gif it will be great to just order your archer to fire 3 rounds of arrows and the retreat ... but as far as i know that is not possible

Daynarr December 10th, 2003 04:22 PM

Re: Help me with combat orders, please
 
That is why you have fire and retreat order for archers. They fire for 3 rounds then run.

Gandalf Parker December 10th, 2003 05:05 PM

Re: Help me with combat orders, please
 
Commanders get more stackability than troops. With a command you can stack 5 specific orders (from the top group of instructions) and then a general one (bottom group).

For some things you want to do with troops you can attach them to a commander. Such as, if you want troops to wait around for a blessing before attacking then have a commander hold-one, then attack. Have the troops assigned to "guard commmander" so they will wait for him then go.

Wendigo December 10th, 2003 05:20 PM

Re: Help me with combat orders, please
 
I would love to have a fire + attack order option.

It would make light infantry & light cavalry much more usable on the battlefield.

Jader December 11th, 2003 02:02 AM

Re: Help me with combat orders, please
 
Ahhh http://forum.shrapnelgames.com/image...s/rolleyes.gif orders can be queued! This changes everything http://forum.shrapnelgames.com/images/icons/icon7.gif

Saber Cherry December 11th, 2003 09:13 AM

Re: Help me with combat orders, please
 
Quote:

Originally posted by Daynarr:
That is why you have fire and retreat order for archers. They fire for 3 rounds then run.
<font size="2" face="sans-serif, arial, verdana">Only 2 rounds. For XBows, that's 1 shot at max range... I'd prefer a "Shoot til the enemy is under 2 rounds of movement away, then run". Of course, that still makes you vulnerable to javelins. A variable or queueable setting would be best, though.

Saxon December 11th, 2003 09:50 AM

Re: Help me with combat orders, please
 
Daynarr and Saber,

Can you help me out with the fire two shots then run option? Is this the fire and flee option? I thought it has the archers fire until someone gets close, then they run. My understanding, which I will have to check tonight at home, is quite different than yours.

Also, when they flee, do they go to neighboring provinces, even if you win the battle?

Linked to this, any good suggestions on how to target those pesky enemy magic Users at the back?

Saber Cherry December 11th, 2003 09:56 AM

Re: Help me with combat orders, please
 
Quote:

Originally posted by Saxon:
Daynarr and Saber,

Can you help me out with the fire two shots then run option? Is this the fire and flee option? I thought it has the archers fire until someone gets close, then they run. My understanding, which I will have to check tonight at home, is quite different than yours.

Also, when they flee, do they go to neighboring provinces, even if you win the battle?

Linked to this, any good suggestions on how to target those pesky enemy magic Users at the back?

<font size="2" face="sans-serif, arial, verdana">Fire and flee is fire for two rounds, then flee. To make them fire more... and this is VERY RISKY... have them fire closest. Have only one commander. Tell him to hold-hold-hold-retreat. Then the archers will fire 3 or 4 rounds, and autorout when the commander leaves.

With fire and flee, yes, they go to random places even on a win. I understand this will be patched soon.

Pesky mages... I have not found a solution yet. Try putting cheap archers near the front, with orders to "fire" with no specific target. Tramplers can get to them, cavalry get mobbed part way there.


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