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April 30th, 2008, 09:19 AM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
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Re: Auto-routing alternatives
Who says it would require a more powerful computer anyway? Usually in all those extra turns very little would be happening. It wouldn't be common to get past turn 75 or so anyway.
It might be a problem with VotD though.
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April 30th, 2008, 09:25 AM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
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Re: Auto-routing alternatives
It wouldn't come into play often enough, and I opposed it more because I didn't like your "modern computers should be able to handle it" comment than due to not liking the suggestion.
I'd understand initiating the auto-rout at turn 125, auto-kill at 150, but 400 turns? That'd have been 350 turns of Word of God or 'waiting for one turn to get fatigue from 100 to 95" after the fatigue was enough to throw my SC unconscious.
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April 30th, 2008, 10:02 AM
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General
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Join Date: Oct 2007
Location: Poland
Posts: 3,414
Thanks: 26
Thanked 73 Times in 49 Posts
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Re: Auto-routing alternatives
OTHER important thing that should be done with routing mechanics:
'never routs' attibute given to the defender of the capitol [just fort, not province]. The last soldiers defending the capitol should never even think about leaving the battlefield. They have nowhere to go so they should fight till death. That's good both from thematic and gameplay aspect.
In one game cleveland attacked my army with quite large force. I have won the battle but I had elephants that died. They triggered the auto-rout sequence and it was my last province. So I have lost 38! [thirty eight!] mages! due to auto-rout into enemy territory. I could have successfully defended that fort for 10-20 turns, until someone would bring proper siege force. But no, they decided to run away into enemy territory when winning just because some elephants died. It has sense when you have a place to run away and regroup.
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April 30th, 2008, 10:12 PM
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Second Lieutenant
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Join Date: Apr 2008
Posts: 533
Thanks: 2
Thanked 18 Times in 14 Posts
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Re: Auto-routing alternatives - easy solution?
Why not simply make it part of the options when starting a game? One for auto-rout limit and one for auto-kill, set them to default at 50/75, and allow them to be increased by 25 (?) per click.
Wouldn't that make everyone happy?
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April 30th, 2008, 10:22 PM
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Lieutenant Colonel
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Join Date: Oct 2003
Location: Gilbert, AZ
Posts: 1,375
Thanks: 1
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Re: Auto-routing alternatives - easy solution?
yeah, but maybe not the developers who have to program it. 
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April 30th, 2008, 10:26 PM
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Second Lieutenant
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Join Date: Apr 2008
Posts: 533
Thanks: 2
Thanked 18 Times in 14 Posts
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Re: Auto-routing alternatives - easy solution?
As far as patches go, that's incredibly minor. It's as much copy and pasting as it is typing, and little enough of either. Plus this is a somewhat glaring flaw in an otherwise great game that keeps me (I'm not sure about others) from playing it.
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May 1st, 2008, 01:47 AM
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First Lieutenant
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Join Date: Nov 2006
Posts: 739
Thanks: 1
Thanked 8 Times in 8 Posts
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Re: Auto-routing alternatives - easy solution?
Quote:
iRFNA said:
As far as patches go, that's incredibly minor. It's as much copy and pasting as it is typing, and little enough of either. Plus this is a somewhat glaring flaw in an otherwise great game that keeps me (I'm not sure about others) from playing it.
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Anything that affects data format isn't trivial.
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