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March 15th, 2004, 01:27 PM
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Re: Fire when guard commander
In the "new orders planned?"-thread, which extensively discussed these matters as already pointed out by st.patrick, IW promised to think about it again...
I wonder whether they are still thinking or whether they have already concluded on these matters...
(If not, maybe we should initiate a poll? I know that tweaking commands certainly raises dozens of balancing issues, but this one is just so annoying.)
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March 15th, 2004, 01:48 PM
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Lieutenant Colonel
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Re: Fire when guard commander
beside that, it would be dumb to have only units as bodyguards, as your first loss will make you rout.
=> so you will have units on attack or hold&attack, thus engaging the enemy.
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March 16th, 2004, 02:47 AM
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Re: Fire when guard commander
I would gladly settle for a "fire two turns hold three turns then fire again" command. Or "Fire and Hold" for short.
The minor problem that I want to overcome is archers shooting into my own ranks. Fire and Flee does solve this but is annoying since the units will scatter to the four winds if they can. I want the archers to remain in the same province as the other units, regardless of battle outcome. A three turn break would be enough. If the enemy is still slugging it out with the infantery by then, friendly fire be damned, I really do need all the damage I can inflict.
I understand why Illwinter want to make a difference between commander and unit tactical training but I would be really happy if I could give any regiment the same range of Hold, Fire and Attack orders as a commander. Since a commander can only be given specific instructions for the first five rounds this would solve the problem with units glaring at eachother across the battlefield. After five turns the AI takes over and they attack eacother.
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March 15th, 2004, 05:48 PM
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Second Lieutenant
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Re: Fire when guard commander
Quote:
Originally posted by Pocus:
beside that, it would be dumb to have only units as bodyguards, as your first loss will make you rout.
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If memory serves, bodyguards aren't counted as troops re: routing. Thus, naught but bodyguards should be the same as a solitary commander...
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March 15th, 2004, 10:50 PM
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Re: Fire when guard commander
I already misposted my suggestion in a wrong thread, but it really belongs here: In short, what about missile troops simply switching to hold when all possible targets are severely outnumbered by friendly units? (AI decides similar to the mechanism on gem usage.)
I presume that this would be half the way towards "fire and hold", as it reduces death by friendly fire and prevents archers from marching up to meele, yet I would prevent the stalemate. And maybe it does not affect balancing that much as the AI controls the behaviour. Friendly fire is so annoying!
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March 16th, 2004, 03:19 PM
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Re: Fire when guard commander
Quote:
Originally posted by Wauthan:
Since a commander can only be given specific instructions for the first five rounds this would solve the problem with units glaring at eachother across the battlefield. After five turns the AI takes over and they attack eacother.
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Your suggestions are also good.
I still dont see the problem with units glaring at each other across the battlefield. This was discussed in the previous Posts and deemed fairly unproblematical, if boring. Even if no mages are on the field, if no one ever takes the initiative (but why would anyone want to attack and not take the initiative), the defender will win. What is the problem?
Units now on "Hold and Attack" will fire if they can. Why not for Guard Commander too? I cant imagine that this would be particularly difficult to change.
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