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December 1st, 2003, 01:30 AM
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Re: Micromanaging armies and commanders
Units (not commanders) Only have a Hold and Attack command and then a type you want them ato attack after they hold (Closest, rearmost, etc.).
Both will perform their orders and hold. Something you may be trying that isn't working for you is using Hold and Attack with a unit with a Javalin, because an Attack comand with someone with a javalin means they will not use it.
Friendly fire is a part of Dom2  Unfortunately a large part expecially if you arn't spacing and setting your units correctly. Try using default commands and not spacing your troops very far apart to get better results with Javalins. More often than not they will get 1 or 2 volley's of Javalins before they are able to engage, unless they are going up against other Javalin units with the same orders, or Archers, which will mow them down unless you are using the decent Pithium ranks.
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December 1st, 2003, 11:45 AM
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Second Lieutenant
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Join Date: Sep 2003
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Re: Micromanaging armies and commanders
Quote:
Originally posted by Zen:
Friendly fire is a part of Dom2 Unfortunately a large part expecially if you arn't spacing and setting your units correctly.
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The more I play, the more I find this to be a really big problem. Right now, I am starting to become too terrified to use any missile troops in my armies, because of the butchering of the pursuers they might do when the fight is nearing an end. I equiped one of my commanders with Bow of War, and right now I think he killed more of my fliers and demons than he killed enemy troops by far.
Something like "Fire and attack" and "Fire and hold" orders would go a long way to improve the usability of missile troops and combo troops (such as Tien Chi cavalry and legionaires) in the game. "Fire and attack" would be great for strong troops who are good at both roles, or good at melee and just happen to have a missile weapon as well. "Fire and hold" would be great for everybody else, since you don't really want them firing in the crowd once the lines crash anyway, unless you're using wards (which are not that easy to come by for just any army). You would get the most out of your missiles, as they tend to count when the field is open to soften up opposition, and reduce friendly fire significantly. All the components for the orders are already there, so I guess it wouldn't be too hard to code either.
As it is now, friendly fire, along with the AI not building any forts and hence not fielding any national troops, are two of my biggest gripes, to a point that they hamper my enjoyment of the game. I am seriously considering composing missile-only and missile-free armies, as this is the only way I can make sure nobody gets killed who wasn't intended to be. This also renders spells like Flaming arrows useless, since I know who will be on the receiving end of them. In short, it's limiting diversity of the game options for me, and I'm beginning to think that waiting for a patch to continue playing might be a good idea - something I don't like.
[ December 01, 2003, 10:34: Message edited by: HJ ]
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December 1st, 2003, 12:18 PM
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Corporal
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Join Date: Oct 2000
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Re: Micromanaging armies and commanders
HJ
While reading your post I kept thinking of Braveheart where Longshanks fires on his own men as well as the Scots.
Seriously though, can you set your front line troops to Hold while the guys behind use up their ammo or do indirect fire troops have unlimited ammo? I've only played the demo so far and don't know the answer.
Regarding forts, I could have sworn I saw the AI build them in my Last demo game.
Elmo
[ December 01, 2003, 10:19: Message edited by: Elmo ]
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December 1st, 2003, 12:30 PM
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Second Lieutenant
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Re: Micromanaging armies and commanders
Quote:
Originally posted by Elmo:
HJ
While reading your post I kept thinking of Braveheart where Longshanks fires on his own men as well as the Scots.
Seriously though, can you set your front line troops to Hold while the guys behind use up their ammo or do indirect fire troops have unlimited ammo? I've only played the demo so far and don't know the answer.
Regarding forts, I could have sworn I saw the AI build them in my Last demo game.
Elmo
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They will hold for only a couple of turns, while the ammo will Last for much longer with virtually anything other than javelins. The most serious problems arise when your troops are chasing the routers - missile units fire regardless, and since most of the troops in the area are yours, and they are far away so projectiles fly all over the place..... it's not pretty.
In any case, these are my gripes. Some people have others, like inability to adjust battle speed, which don't bother me personally, but these I mentioned do indeed.
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December 1st, 2003, 12:37 PM
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Corporal
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Re: Micromanaging armies and commanders
Yeah I've lost troops to my own arrows when they are pursuing a routed enemy. Just chalked it up to fog of war but I'm going to experiment with the full game when I get it to see if micromanaging can reduce those losses. Just thinking out loud here but can you put the archers out front so they fire and then retire back through your lines?
I also have not had a problem with replay speed but most of my battles have been realtively small. I just hit "Q" once the outcome is obvious and then go read the final re**** to get the head count. Maybe I miss something doing that though?
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December 1st, 2003, 12:53 PM
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Second Lieutenant
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Join Date: Sep 2003
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Re: Micromanaging armies and commanders
Quote:
Originally posted by Elmo:
Yeah I've lost troops to my own arrows when they are pursuing a routed enemy. Just chalked it up to fog of war but I'm going to experiment with the full game when I get it to see if micromanaging can reduce those losses. Just thinking out loud here but can you put the archers out front so they fire and then retire back through your lines?
I also have not had a problem with replay speed but most of my battles have been realtively small. I just hit "Q" once the outcome is obvious and then go read the final re**** to get the head count. Maybe I miss something doing that though?
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At the moment, you can order them to "Fire and flee". This will result in them fleeing from the battle entirely, meaning they'll end up being scattered in the neighbouring provinces as they would if you lost. This is supposed to be redone in the patch, so that they stay with the army after they've fled the field. But I still think that something of a sort I suggested would be much better, as you could still use them in battle after they've stopped firing as a Last-ditch defense if they are holding ground. And if your cavalry archers fled, you wouldn't be able to use their melee capability at all, and this is where "Fire and attack" comes in. But if you're thinking TW skirmish ability, no, nothing of a sort is possible.
As for replay speed & watching battles - I guess it's a personal thing. Some people play for the results, or have viewed the battles so many times so that they have lost interest. I tend to enjoy watching them, as they are the main point of the game, IMHO. Not so much because of the improving my effectivness of play, but because I like it, and I watch even the most insignificant battle just because I enjoy them. Being able to speed up battles wouldn't hurt, but it's definitely not a showstopper for me.
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December 2nd, 2003, 02:33 AM
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Major General
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Re: Micromanaging armies and commanders
Light infantry with javelins has everything "build in" apart from the ability to avoid combat with heavy troops and retreat behind the own lines.
Simply make shure there are only javelin-equiped troops in the squad.
Set them to "fire at closest".
They'll charge forward until in firing range, than release the first javelins.
After exhausting their ammo (javelins have ammo 3), or when the enemy comes to close, they'll start melee combat with the closest foe. Sometimes the front line will engage while the back units are still "firing off" their javelins.
Found it to work pretty well with the indie LI.
A.
__________________
As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
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