.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 December 1st, 2003, 11:45 AM

HJ HJ is offline
Second Lieutenant
 
Join Date: Sep 2003
Posts: 483
Thanks: 0
Thanked 1 Time in 1 Post
HJ is on a distinguished road
Default 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.
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 ]
Reply With Quote
  #2  
Old December 1st, 2003, 12:18 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

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 ]
Reply With Quote
  #3  
Old December 1st, 2003, 12:30 PM

HJ HJ is offline
Second Lieutenant
 
Join Date: Sep 2003
Posts: 483
Thanks: 0
Thanked 1 Time in 1 Post
HJ is on a distinguished road
Default 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
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.
Reply With Quote
  #4  
Old December 1st, 2003, 12:37 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

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?
Reply With Quote
  #5  
Old December 1st, 2003, 12:53 PM

HJ HJ is offline
Second Lieutenant
 
Join Date: Sep 2003
Posts: 483
Thanks: 0
Thanked 1 Time in 1 Post
HJ is on a distinguished road
Default 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?
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.
Reply With Quote
  #6  
Old December 2nd, 2003, 02:33 AM
Arralen's Avatar

Arralen Arralen is offline
Major General
 
Join Date: Nov 2000
Location: 500km from Ulm
Posts: 2,279
Thanks: 9
Thanked 18 Times in 12 Posts
Arralen is on a distinguished road
Default 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 ...
Reply With Quote
  #7  
Old December 1st, 2003, 03:03 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 for the help everyone.

Would you say the tactical battles use a rock-scissors-paper approach? IOW each type of unit generally can kill another type but in turn gets killed by something else. For example: swordsmen generally kill archers, archers kill cavalry, cavalry kill swordsmen.

What I'm fishing for is whether there is one unit that is powerful across the board or whether each has strengths and weaknesses. In AoW:SM flyers have been generally regarded as overpowered compared to most other units. Just wondering about D2, although I know the game hasn't been out that long.

HJ - Yes the MTW tactical engine in D2 would be awesome although I'm sure it won't be happening. Maybe in D3...
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 04:05 PM.


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