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Old April 25th, 2008, 02:56 PM
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NTJedi NTJedi is offline
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Default Re: Auto-routing alternatives

Here's my last comments on this topic... hope we see some type of adjustment.

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With regards to immobile commanders/units the end result should be the same result as what happens now when using map edit commands and placing two different nations on the same province. This scenario would have the defender still owning the province and the attacking immobile sitting on top without access to anything within the province. Thus next turn results in an instant battle.

This might be too much programming... so as a second option leave the auto-kill for only immobiles and provide an auto-retreat for only attackers.

An increase for battle turns would be appreciated... as time passes it's inevitable gamers will need to upgrade their computers. The computers of today and tomorrow can handle the increased battle turns. On reflection for increasing battle turns... anytime we've seen in increase for commander and unit limits we've only seen praise and happiness in the community.

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Old April 30th, 2008, 08:14 AM
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Default Re: Auto-routing alternatives

I just saw the auto-rout kill something for the first time. I tested an unscripted holy 4 supercombatant against independents, and because it was unscripted, it proceeded to cast Word of God at the retreating enemies. Because it was alone, and did nothing but endlessly paralyze the three units left, it retreated on turn 50. The three remaining units died on turn 75 because they couldn't get out of paralyze.

It's hard to come up with rules that would work in a situation like this. What if the mage had been a measly S2 guy lucky enough to paralyze the enemy SC for a few turns? He has no chance, better that he runs away. What if it was a single militia, but very close to the mage? Should he try to kill him in melee, or to cast Mind Burn and risk going unconscious? Attacking when all enemies are paralyzed is stupid if you're crippled and unarmed, and they are heavily armored.

The only thing I can think of would help against the turn 75 auto-kill, and not the auto-rout:
First, kill all paralyzed units. If the battle hasn't ended yet, kill all unconscious units. If the battle hasn't ended yet, kill all units.
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