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-   -   Fire when guard commander (http://forum.shrapnelgames.com/showthread.php?t=18308)

tinkthank March 14th, 2004 09:46 AM

Fire when guard commander
 
WIll ranged units fire at distant enemies when on "guard commander"?

Zurai March 14th, 2004 11:39 AM

Re: Fire when guard commander
 
No http://forum.shrapnelgames.com/images/icons/icon9.gif

tinkthank March 14th, 2004 12:25 PM

Re: Fire when guard commander
 
Ah bummer. Thanks.
If this could be changed http://forum.shrapnelgames.com/images/icons/tongue.gif one could find a use for units such as mounted bowmen....

Chazar March 14th, 2004 12:33 PM

Re: Fire when guard commander
 
Is this already considered as a bug to be fixed?

It is pretty annoying and I dont see the reason why guarding archers should not fire when something is in range (and maybe charging the commander they should protect...)!

PhilD March 14th, 2004 01:58 PM

Re: Fire when guard commander
 
Quote:

Originally posted by Chazar:
Is this already considered as a bug to be fixed?

It is pretty annoying and I dont see the reason why guarding archers should not fire when something is in range (and maybe charging the commander they should protect...)!

<font size="2" face="sans-serif, arial, verdana">This is to prevent two armies to be both set on Guard Commanders/Stay Behind Troops, waiting for the other to come in range. It is not considered a bug.

st.patrik March 14th, 2004 03:56 PM

Re: Fire when guard commander
 
Yeah, as PhilD said, this is something the devs have been against adding, for the reason he stated. There's been a lot of talk on the forum about this (and similar kinds of commands).

tinkthank March 14th, 2004 07:33 PM

Re: Fire when guard commander
 
Righto. But OTOH: Two armies set to "fire" will have the exact same effect as well (same as set to guard commander and firing while doing so). I fail to see the net loss / problem with firing while guarding a commander.

Graeme Dice March 14th, 2004 07:39 PM

Re: Fire when guard commander
 
Quote:

Originally posted by tinkthank:
Righto. But OTOH: Two armies set to "fire" will have the exact same effect as well (same as set to guard commander and firing while doing so). I fail to see the net loss / problem with firing while guarding a commander.
<font size="2" face="sans-serif, arial, verdana">Two armies set to fire will have their missile troops close to melee range after their ammunition runs out.

Arryn March 14th, 2004 08:31 PM

Re: Fire when guard commander
 
Quote:

Originally posted by Graeme Dice:
Two armies set to fire will have their missile troops close to melee range after their ammunition runs out.
<font size="2" face="sans-serif, arial, verdana">Which is why we need a new "Fire and Hold" command for missile troops (rather than just the current Fire & Attack), along with Fire while Guarding.

Yossar March 14th, 2004 09:52 PM

Re: Fire when guard commander
 
Quote:

Originally posted by Arryn:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Graeme Dice:
Two armies set to fire will have their missile troops close to melee range after their ammunition runs out.

<font size="2" face="sans-serif, arial, verdana">Which is why we need a new "Fire and Hold" command for missile troops (rather than just the current Fire & Attack), along with Fire while Guarding. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">But then you could end up with two armies holding indefinitely at opposite ends of the battle screen. Which I guess wouldn't be so bad since auto-rout eventually kicks in.


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