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  #1  
Old November 2nd, 2006, 10:02 AM
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Jack_Trowell Jack_Trowell is offline
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Default Re: Scripting armies/squads

There's a way to almost do it : script your commander, and giver to your squad the "guard commander" order.

That way, the squad will follow its commander.

With this, you can for exemple make a flying squad wait for 3 turns insteads of 2 before attacking, or charge with your flanking cavalry afeter a turn instead of two, etc ...

What i didn't know yet is this :

Do units on "guard commander" fire their bows/xbows if commander is on 'hold' and no ennemy is in melee yet ?
(I suppose that they do, but I never tried this with dom2, and I'm still waiting for my copy of dom3 to arrive)
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Q: "How many Vorlons does it takes to change a lightbulb ?"
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Dominions Map validator and randomizer : http://dominions.realites.org
Dominions Map editor v0.75b : http://dominions.realites.org/map_editor
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  #2  
Old November 2nd, 2006, 10:10 AM
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Endoperez Endoperez is offline
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Default Re: Scripting armies/squads

Also, this was on many people's list of "what I want to see in Dom3", and later on their list of "pity this wasn't implemented". So you are not alone on this. I didn't feel it was important, and having that direct control could easily become a micromanagement nightmare.
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Old November 2nd, 2006, 10:32 AM
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Default Re: Scripting armies/squads

Quote:
Jack_Trowell said:
What i didn't know yet is this :
Do units on "guard commander" fire their bows/xbows if commander is on 'hold' and no ennemy is in melee yet ?
Sadly, no!

And units set to "bodyguard" do not count as un-routed units for general routing purposes ...
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  #4  
Old November 2nd, 2006, 10:55 AM

calmon calmon is offline
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Default Re: Scripting armies/squads

The main problem is, that if you make tactical combat more complex the AI will lose on the battlefields more and more. Look at the traditionals like Master of Magic and Master of Orion 2. With some experience You could win battles with only a fraction of the enemy units. Just because you use retreat tactics or equal thing. Galactic Civ 2 refuses any tactical combat because of that.

And the combat AI isn't only in single player games important. MP Independence are anyway already in a bad position.

You can't make a tactical AI as good like a good human player. This advantage raises with the complexity of combat options!
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Old November 2nd, 2006, 12:24 PM
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Jack_Trowell Jack_Trowell is offline
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Default Re: Scripting armies/squads

Quote:
Arralen said:
Quote:
Jack_Trowell said:
What i didn't know yet is this :
Do units on "guard commander" fire their bows/xbows if commander is on 'hold' and no ennemy is in melee yet ?
Sadly, no!
Argh, I was hoping they could !

Quote:

And units set to "bodyguard" do not count as un-routed units for general routing purposes ...

... and now I remind why I didn't use this tactic in dom2.

When they said that routing and morale had been redone, I was thinking this was changed ...
__________________
Q: "How many Vorlons does it takes to change a lightbulb ?"
A: "Yes !" <stranges noises>
--
Dominions Map validator and randomizer : http://dominions.realites.org
Dominions Map editor v0.75b : http://dominions.realites.org/map_editor
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