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November 15th, 2008, 08:23 AM
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General
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Join Date: Mar 2007
Location: Japan
Posts: 3,691
Thanks: 269
Thanked 397 Times in 200 Posts
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Re: Bug Thread: Discussion
Thanks Sombre!
I'd never noticed it before, it was just this time there were only the two units in battle. I just looked up berserk in the manual and it says that the unit has to pass a morale check versus 12 for berserk to trigger. So, not bug at all!
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Whether he submitted the post, or whether he did not, made no difference. The Thought Police would get him just the same. He had committed— would still have committed, even if he had never set pen to paper— the essential crime that contained all others in itself. Thoughtcrime, they called it. Thoughtcrime was not a thing that could be concealed forever.
http://z7.invisionfree.com/Dom3mods/index.php?
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November 15th, 2008, 08:43 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: Bug Thread: Discussion
Hmm so if they have high morale are they more or less likely to go berserk?
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November 15th, 2008, 08:49 AM
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General
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Join Date: Mar 2007
Location: Japan
Posts: 3,691
Thanks: 269
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Re: Bug Thread: Discussion
More likely to berserk with high morale. If the manual is right, a morale 10 unit like my barbarian chief will only have a 30% chance to berserk from each hit. Of course, whenever I attack barbarians, it seems the chiefs always berserk when they get hit.
__________________
Whether he submitted the post, or whether he did not, made no difference. The Thought Police would get him just the same. He had committed— would still have committed, even if he had never set pen to paper— the essential crime that contained all others in itself. Thoughtcrime, they called it. Thoughtcrime was not a thing that could be concealed forever.
http://z7.invisionfree.com/Dom3mods/index.php?
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November 16th, 2008, 01:40 PM
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Second Lieutenant
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Join Date: Feb 2007
Location: Chambéry (France)
Posts: 511
Thanks: 47
Thanked 19 Times in 14 Posts
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Re: Bug Thread: Discussion
Is there any probability units can ignore their scripts ?
I just had a cavalry unit with "attack cavalry" scripted going on to attack infantry, ignoring the ennemy cavalry outflanking it. A very bad deal indeed ^^
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November 16th, 2008, 02:19 PM
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Lieutenant General
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Join Date: May 2008
Location: Utopia, Oregon
Posts: 2,676
Thanks: 83
Thanked 143 Times in 108 Posts
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Re: Bug Thread: Discussion
Were there other cavalry on the other side of those infantry? Perhaps light cavalry with bows in the back? They randomly acquire -any- cavalry unit as target, and run straight to them, attacking anyone in their way. It can be a little annoying, but we all get the same odds, so it works out.
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November 16th, 2008, 02:42 PM
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Second Lieutenant
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Join Date: Feb 2007
Location: Chambéry (France)
Posts: 511
Thanks: 47
Thanked 19 Times in 14 Posts
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Re: Bug Thread: Discussion
OK, checked and... confirmed. There was one cav behind the infantry screen.
I just forgot how stupid can be the AI
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November 16th, 2008, 03:26 PM
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Corporal
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Join Date: Dec 2007
Posts: 105
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Re: Bug Thread: Discussion
I was playing Pythium for the first time and sent a unit of mixed Hydras to conquer a independent province. For some reason the commander charged in with the hydras and got killed by the poison fumes. I thought I just misscripted the commander but it happened again with two other commanders that I had scripted for 'stay behind troops'.
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I mod because I love it.
All hail Fury the (aptly named) Great Hawk.
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November 16th, 2008, 03:28 PM
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General
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Join Date: Feb 2007
Location: R'lyeh
Posts: 3,861
Thanks: 144
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Re: Bug Thread: Discussion
Stay behind troops just does that: He stays directly behind them. Which means as close as possible. You should have scripted him to "Hold, Hold, Hold, Hold, Hold, Stay behind troops" with as much space between the Hydras and him or the better and obvious choice to send a poison immune commander.
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November 16th, 2008, 04:47 PM
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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: Bug Thread: Discussion
Alternatively, give the commander some archers as well, and he'll stay behind them instead. Even a single archer is sufficient, unless it loses an arm, and thus its bow, and charges.
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November 16th, 2008, 05:29 PM
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General
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Join Date: Feb 2007
Location: R'lyeh
Posts: 3,861
Thanks: 144
Thanked 403 Times in 176 Posts
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Re: Bug Thread: Discussion
Ah, yes. Can be any single troops set to Guard Commander, I think?
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