.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $5.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 2: The Ascension Wars

Reply
 
Thread Tools Display Modes
  #1  
Old November 30th, 2003, 02:43 AM

Elmo Elmo is offline
Corporal
 
Join Date: Oct 2000
Posts: 142
Thanks: 0
Thanked 0 Times in 0 Posts
Elmo is on a distinguished road
Default Re: Micromanaging armies and commanders

Thanks Zen Didn't know about the morale averaging but I'll certainly watch that from now on.

Is the blue line that appears under a unit morale loss and red is hits taken?

I did use a couple of better units to guard my commander.

Scripting spells does seem like a must to get the most out of magic Users. Otherwise, as you say, they don't always make sensible choices.

I did see fatigue up over 100 for some commanders but I thought they would go unconcious at 100?
Reply With Quote
  #2  
Old November 29th, 2003, 03:28 PM

Treebeard Treebeard is offline
Corporal
 
Join Date: Sep 2003
Posts: 62
Thanks: 0
Thanked 0 Times in 0 Posts
Treebeard is on a distinguished road
Default Re: Micromanaging armies and commanders

Blue line represents fatigue, green line represents poison and red line hits.

Commanders do go unconscious upon hitting 100+ fatigue and won't do anything until fatigue goes back to below 100. At 200+ they take damage and will soon die.
Reply With Quote
  #3  
Old November 29th, 2003, 04:21 PM

Elmo Elmo is offline
Corporal
 
Join Date: Oct 2000
Posts: 142
Thanks: 0
Thanked 0 Times in 0 Posts
Elmo is on a distinguished road
Default Re: Micromanaging armies and commanders

Thanks Treebeard. You don't see any morale indicator then?

I know some of the answers are in the manual and mine is on the way so feel free to reply with RTFM. Hopefully I'll have one to read on Monday.
Reply With Quote
  #4  
Old December 1st, 2003, 12:46 AM

Elmo Elmo is offline
Corporal
 
Join Date: Oct 2000
Posts: 142
Thanks: 0
Thanked 0 Times in 0 Posts
Elmo is on a distinguished road
Default Re: Micromanaging armies and commanders

I've tried several times in the demo to get my cavalry to flank my opponent and attack his rear units. Inevitably they turn too early and attack the closest units instead. Anyone know if this works correctly in the full game (which I hope to have tomorrow)?
Reply With Quote
  #5  
Old December 1st, 2003, 12:49 AM

Guest
 
Posts: n/a
Default Re: Micromanaging armies and commanders

The game has a hard time differentiating what is rear, and it attacks the 'front' of the rear squad/units. Something I have found that works is putting my flankers further on the grid to the south or north (Example shown below where I'd put something I wanted to flank and attack rear, of course this doesn't work if he has something on his flank attacking)

________
X


________


I think that units or squads have a "if something gets within XYZ amount of squares, attack it" type of behavior. So if you keep them as far away from other units as possible they will get a better shot at going what you are hoping for (Archers, Rearmost).
Reply With Quote
  #6  
Old December 1st, 2003, 12:56 AM

Elmo Elmo is offline
Corporal
 
Join Date: Oct 2000
Posts: 142
Thanks: 0
Thanked 0 Times in 0 Posts
Elmo is on a distinguished road
Default Re: Micromanaging armies and commanders

Thanks Zen. I did have my flankers about as far out as they could go althoug not toward the back as your pic implies (if I follow you). If they do end up attacking the "rear" of the closest group is there a morale hit to the defenders or bonus to the attakcers? IOW does facing make any difference in the game?

[ November 30, 2003, 22:56: Message edited by: Elmo ]
Reply With Quote
  #7  
Old December 1st, 2003, 12:58 AM

johan osterman johan osterman is offline
Captain
 
Join Date: Aug 2003
Posts: 883
Thanks: 0
Thanked 13 Times in 5 Posts
johan osterman is on a distinguished road
Default Re: Micromanaging armies and commanders

Attack rearmost does not automatrically attack the rearmost, intentionally so. There is a chance that a unit with "attack rearmost" will try to attack the very rearmost, if that chance 'fails' it will try for the second rearmost and so on. This means that if the opponent only has a single unit in the rear and all the rest in the front there is a very real possibility that he will be ignored. On the other hand if they do choose the single unit hiding in the rear he will be without bodyguard or other units helping him out. This means that it might also be a good idea to put a few units on hold behind important commanders as a sort of rearguard.

[ November 30, 2003, 23:00: Message edited by: johan osterman ]
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 02:31 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.