Thread: Dammit
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Old August 26th, 2004, 12:58 PM
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Default Re: Dammit

Quote:
Sly Frog said:
Quote:
Arryn said:
Quote:
The Panther said:
This whole idea of a lone commander who will not rout just because he has no troops is completely bogus.
I don't know where you got this silly notion. A lone commander will rout, unless that commander is an immortal in friendly dominion, or the commander is berserk. What doesn't make sense about it?
I just assumed it was pretty clear. Here's an example. If I am a badass and all powerful SC alone against a large enemy army, I will often slaughter everything on the field. If I am a badass and all powerful SC who has a small contingent of archers supporting me, we'll all rout off the field in the first turn.

That's goofy, that's non-intuitive. Not explaining it wasn't an attempt to take a shot at the devs by calling it goofy and non-intuitive; I just thought that the problems with the routing system were pretty obvious.

It may work as a *game*, because you can learn the system and start to do non-obvious things (like don't support your badass commanders). That doesn't say that it couldn't be changed so that it made more sense.
your sc can be totally badass but he still hasn't a chance alone against special armies who are cheaper than the sc but antisc .

but when you take troops with him he is no longer a sc but with the army he is extremely brutal .

if you take with you just a few archers than it is your fault and simply stupid .
you did just wrong scripting / troop chose :
just take a few 50 morale troops with hold orders ( like vine ogres ) or if you want to really support him take with devils or something like this .
this way routing is extremely unlikely .

the only thing you lose is magic movement when you rely on cloud trapeze .


so i don't see why you are all complaining at all because the solutions are so simple :

SC + cloud trapeze against weaker armies

give the sc an army against stronger enemies but lose cloud trapeze . you can still teleport though or fairy trod or stygian path for magic movement .



if you chose the RIGHT troops the army is no curse but a real bless .



an almost perfect routing blocker is the siege golem .
immune to all kinds of magic , high protection + hp + siege ability .
scripted to hold + attack closest even 1 siege golem is haaaaaaaaarrrrrrrrrrrrrrdddddddddddd to kill .
with the 2 turns of waiting your scs are already in meelee or buffed .
so the siege golem isn't attacked severe most probably at all .


early game : vine ogres as routing preventers , late game 1-2 lone siege golem(s) .
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