Re: Scripting Issue - Specifically Retreat Command
Just had an experience with this. I sent my pretender out early to do some sight searching. Did not have the proper equipment or research to make her effective yet. So, I decided to script her to retreat just in case a random barbarian or bogus attacked occured. No need to take unnecessary risks, right? Well I just so happened to get the random event where an assassin attacks one of your commanders. D'oh! I'm 99% certain the pretender could have killed the assassin, but got killed instead. Fortunately, this was single player.
Yeah, I'd say its a problem. Just changing the code to ignore retreat scripts during assaissination attempts would probably fix this problem.
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