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January 29th, 2004, 08:54 AM
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Re: Quick bits of feedback after about 100 hours of play
Quote:
Originally posted by Breschau:
quote: Originally posted by diamondspider:
2) Target switching. ...
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How about a morale check, or a check on their commander's leadership, every turn to cease pursuit and find a target that's still fighting?
... Nice idea
I said random 0-3 only because chasing the enemy is only natural for a small distance. The question becomes how long does it take to realize that they are gone for good?
Certainly chasing them until they are off the field is too much in many cases, but immediately switching would also be too fast.
So, sure, linking it with leadership would make a lot of sense. Just be harder to code a more sophisticated system, and if they broke off from 1-3 rounds even, it would make a huge difference to both realism and fun I think.
[ January 29, 2004, 06:56: Message edited by: diamondspider ]
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January 29th, 2004, 10:33 AM
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Re: Quick bits of feedback after about 100 hours of play
Quote:
Originally posted by diamondspider:
2) Target switching. This was talked about in another thread. In that thread it was noted that when a faster unit closes on a unit that if firing the firing unit won't switch to the newly close unit but instead keeps trying to attack the unit that was closest at the time the battle started.
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Try the orders "Attack none" and "Fire none" for archers. This lets the AI choose your targets for you, and it will switch when your first target routs.
As for the AI targeting enemy commanders, I can't remember seeing it. Sure, I have had commanders die from missile fire, but it seemed more like a stray arrow meant for somebody else went their way. Anyway, I try to have at least two commanders in every battle (even if the second is just a scout or cheap priest), just to be on the safe side.
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January 29th, 2004, 11:24 AM
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Re: Quick bits of feedback after about 100 hours of play
Well, historically keeping your men from pursuing fleeing foes was one of the hardest task and I fear that unless the XXth century no commander ever manage to succeed at that efficiently.
So I will rule out the no pursue order, basically.
Some example of commander having suffered thus move ( expecially from his cavalry ) : Caesar, Scipio, Alexander, Darius, François Ier, Napoleon, Wellington,... and many more ( basically every middleage commander ).
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January 29th, 2004, 11:31 AM
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Re: Quick bits of feedback after about 100 hours of play
Quote:
Originally posted by IKerensky:
Well, historically keeping your men from pursuing fleeing foes was one of the hardest task and I fear that unless the XXth century no commander ever manage to succeed at that efficiently.
So I will rule out the no pursue order, basically.
Some example of commander having suffered thus move ( expecially from his cavalry ) : Caesar, Scipio, Alexander, Darius, François Ier, Napoleon, Wellington,... and many more ( basically every middleage commander ).
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So 2 horsemen ride up and my unit of 50 breaks them, that unit then pursues the one remaining horseman (on foot no less) the entire length of the battlefield while ignoring the 50 other troops they pass unless they are directly in their path?
Even you must admit that the troops didn't pursue fleeing units forever, right?
So, I have no problem with pursuit, the question is for how long and past how many other close enemies.
For sure, what happens on the screen is absurd at times
I don't doubt that it would be impossible for the units to do this "efficiently", as you said, and just make a quick change to another target the moment the first one flees, but as it stands, inefficient in Dom2 seems pretty arbitrary based on the distance to the end of the field that a unit happens to be at the time.
Maybe have it be 2-4 rounds...
[ January 29, 2004, 09:43: Message edited by: diamondspider ]
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January 29th, 2004, 11:51 AM
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Re: Quick bits of feedback after about 100 hours of play
Quote:
Originally posted by General Tacticus:
QUOTE]Try the orders "Attack none" and "Fire none" for archers. This lets the AI choose your targets for you, and it will switch when your first target routs.
As for the AI targeting enemy commanders, I can't remember seeing it. Sure, I have had commanders die from missile fire, but it seemed more like a stray arrow meant for somebody else went their way. Anyway, I try to have at least two commanders in every battle (even if the second is just a scout or cheap priest), just to be on the safe side.
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Really? It will switch if I say attack none? Wow! Usually I don't give infantry orders at all and I assumed that would let the computer pick.
I'll try out Attack none, but I'd be surprised if that allowed the computer more reason to switch than giving no orders at all...
Sure hope you're right!
As for the missle fire, I am 100% sure that my commander was singled out by a Pythian crossbow unless he chose a totally random unit and happened to pick that commander from about 15 choices. It certainly didn't happen ever time by any means, but I did see it happen at least once.
How can I be so sure? Because while there were other troops around him (mostly skeletons he was summoning) he got hit twice over 3 turns and at times he was the only one near, yet the bolt kept hitting his square. Finally, there were many commanders in that battle but the vast majority of my army was tied into the one commander that got shot. A brilliant move if the archer had known who my commander was, that he was the main commander, and could see over 100+ troops!
I should have saved the file and will in the future when I see it. 
[ January 29, 2004, 09:59: Message edited by: diamondspider ]
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January 29th, 2004, 01:07 PM
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Re: Quick bits of feedback after about 100 hours of play
I have faced a lot of crossbows and find that my commanders are never targeted until everything else has run away. The fire rearmost command rarely goes to the rearmost, so even when I use it, I rarely get to target the commanders. I do not doubt that you got skewered in that battle, but based on my experience, I think you have had some bad luck. I had a horrible run with the Summoning of creatures with Ryelh and was despairing of the game. Then I tried out some of the new suggestions and kept playing some more and discovered that I really just had bad luck at first. Check out the “Stop the Insanity” thread. As for my suggestion, get a pendant of luck to reduce hits by 50% and see if you can get the commander ethereal, which will help even more. Throw in a cheap shield and armor and life expectancy goes way up.
As for fleeing units being chased, units would keep going after them. One, they are easy targets. Two, they have loot. Three, you are not risking your life to run the fleeing enemy down, but turn to the left and attack that Ulmish Heavy Infantry and you are! As another person has posted, it was a historical reality. On the plus side, if they chase them off the map, the nearest unit to attack afterwards is the enemy commanders, which loops back to the previous topic. If the rest of the battle has been won, these unit get a second chance to kill some of the fleeing troops. I use fear a lot, so sometimes I chase troops away and have to fight them several times. Having them killed while fleeing is great. Sometimes the long chase works in your favor.
Placement in multiplayer is a problem in almost all games of this type, custom designed maps seem to be the best solution. Everyone has exactly the same thing in a geometric design, so there are no surprises or advantages. I have not seen any yet for Dom II, but I am sure the hard core MP people will produce one soon.
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January 29th, 2004, 01:24 PM
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Corporal
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Re: Quick bits of feedback after about 100 hours of play
Quote:
Originally posted by Saxon:
I have faced a lot of crossbows and find that my commanders are never targeted until everything else has run away. The fire rearmost command rarely goes to the rearmost, so even when I use it, I rarely get to target the commanders. I do not doubt that you got skewered in that battle, but based on my experience, I think you have had some bad luck. I had a horrible run with the Summoning of creatures with Ryelh and was despairing of the game. Then I tried out some of the new suggestions and kept playing some more and discovered that I really just had bad luck at first. Check out the “Stop the Insanity” thread. As for my suggestion, get a pendant of luck to reduce hits by 50% and see if you can get the commander ethereal, which will help even more. Throw in a cheap shield and armor and life expectancy goes way up.
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I guess that if my experience and Kriss's comment about it being possible aren't correct regarding my commander being targeted, it is possible that it was luck.
I have no problem losing commanders to anything other than them being targeted by the computer specifically for the obvious reason that I can't do that either.
I'll keep my eyes open and if it happens often again, I'll keep the files. I still wonder why Kriss did mention that it was possible then I saw it 3x in a few hours of play but ONLY vs. Pythium.
Quote:
Originally posted by Saxon:
As for fleeing units being chased, units would keep going after them. One, they are easy targets. Two, they have loot. Three, you are not risking your life to run the fleeing enemy down, but turn to the left and attack that Ulmish Heavy Infantry and you are! As another person has posted, it was a historical reality. On the plus side, if they chase them off the map, the nearest unit to attack afterwards is the enemy commanders, which loops back to the previous topic. If the rest of the battle has been won, these unit get a second chance to kill some of the fleeing troops. I use fear a lot, so sometimes I chase troops away and have to fight them several times. Having them killed while fleeing is great. Sometimes the long chase works in your favor.
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I agree 150% that it sometimes helps when they keep pursuing regardless of the situation. I'm not talking about making the game easier. I'm talking about how absurd it looks for 50 units to be chasing one horse and bypassing 50 other units who will surely kill them eventually if they don't dispatch them.
I don't like that sort of odd behavior as it breaks my suspension of disbelief and that is the most important thing to me in any game.
For those happy with the lack of switching, the game is working as it should for them. I'm putting my vote in for better switching in a few situations to make the men act more logically.
Quote:
Originally posted by Saxon:
Placement in multiplayer is a problem in almost all games of this type, custom designed maps seem to be the best solution. Everyone has exactly the same thing in a geometric design, so there are no surprises or advantages. I have not seen any yet for Dom II, but I am sure the hard core MP people will produce one soon.
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I agree entirely as long as the options are there in the editor. I'd be the first to pitch in to help do it! 
[ January 29, 2004, 11:53: Message edited by: diamondspider ]
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