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

This Month's Specials

Air Assault Task Force- Save $8.00
Bronze- Save $10.00

   







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

Reply
 
Thread Tools Display Modes
  #1  
Old March 14th, 2004, 10:04 PM

Zurai Zurai is offline
Corporal
 
Join Date: Feb 2004
Posts: 96
Thanks: 0
Thanked 0 Times in 0 Posts
Zurai is on a distinguished road
Default Re: Fire when guard commander

Quote:
Originally posted by Yossar:
But then you could end up with two armies holding indefinitely at opposite ends of the battle screen. Which I guess wouldn't be so bad since auto-rout eventually kicks in.
Exactly. There's already a method for handling combats which take too long/are stalemated. No need to take away perfectly viable gameplay mechanics such as having Daoine Sidhe guarding your commander and throwing their javelins when something comes in range.
Reply With Quote
  #2  
Old March 15th, 2004, 10:02 AM
Chazar's Avatar

Chazar Chazar is offline
Captain
 
Join Date: Feb 2004
Location: within 200km of Ulm
Posts: 919
Thanks: 27
Thanked 0 Times in 0 Posts
Chazar is on a distinguished road
Default Re: Fire when guard commander

Yeah, I do not see the problem either: I think its the Defender's right to sit and wait for the enemy to attack! And if the enemy does not attack, because he only got his guarding missile troops, then the defender should win after some, say 22, turns...

So discouraging cowardly attackers does not sound bad to me!
Reply With Quote
  #3  
Old March 15th, 2004, 11:07 AM

Yossar Yossar is offline
Sergeant
 
Join Date: Feb 2004
Posts: 365
Thanks: 0
Thanked 0 Times in 0 Posts
Yossar is on a distinguished road
Default Re: Fire when guard commander

Quote:
Originally posted by Chazar:
Yeah, I do not see the problem either: I think its the Defender's right to sit and wait for the enemy to attack! And if the enemy does not attack, because he only got his guarding missile troops, then the defender should win after some, say 22, turns...
I believe attacker's troops rout at 50 turns, defenders at 60, and everyone left (immobiles, berzerkers, paralyzed troops) dies at 70. Could be a bit off.
Reply With Quote
  #4  
Old March 15th, 2004, 12:33 PM
tinkthank's Avatar

tinkthank tinkthank is offline
Lieutenant Colonel
 
Join Date: Jan 2004
Posts: 1,276
Thanks: 0
Thanked 2 Times in 2 Posts
tinkthank is on a distinguished road
Default Re: Fire when guard commander

If that is the case (which sounds very reasonable to me small defender bonus), then there is absolutely nothing wrong with having guarding commanders be able to shoot or throw stuff, even if the commanders just hang out in the back. The replays of two armies doing exactly the same thing with all of their commanders will be very boring, but who cares.

(On a side note: Ever watch a Star Child try to assassinate a non-summoning mage? It is much of the same thing. Both units sort of hang back and throw stuff at each other, usually ineffectually, until they fall unconscious, wake up, rinse, repeat. Boring, long. Sometimes one dies, sometimes the other routs.)

Back to the main point: I believe that people would use their "firing" guards in a creative way. I would FINALLY see a raison d'etre to those mounted bowmen in Tien Chi: Set my Noble on hold hold hold hold hold attack rear (as I frequently do), but this time with some mounted bowmen (which I otherwise NEVER get), who could fire a wee bit or otherwise do some guarding, then charge with him -- exactly as their description reads!

My plea: Nothing to lose, lots to gain. Variability is what makes this game great, let's cultivate the full potential of all the aspects of this excellent game!
Reply With Quote
  #5  
Old March 15th, 2004, 01:27 PM
Chazar's Avatar

Chazar Chazar is offline
Captain
 
Join Date: Feb 2004
Location: within 200km of Ulm
Posts: 919
Thanks: 27
Thanked 0 Times in 0 Posts
Chazar is on a distinguished road
Default Re: Fire when guard commander

In the "new orders planned?"-thread, which extensively discussed these matters as already pointed out by st.patrick, IW promised to think about it again...

I wonder whether they are still thinking or whether they have already concluded on these matters...

(If not, maybe we should initiate a poll? I know that tweaking commands certainly raises dozens of balancing issues, but this one is just so annoying.)
Reply With Quote
  #6  
Old March 15th, 2004, 01:48 PM

Pocus Pocus is offline
Lieutenant Colonel
 
Join Date: Apr 2003
Location: Nuts-Land, counting them.
Posts: 1,329
Thanks: 1
Thanked 0 Times in 0 Posts
Pocus is on a distinguished road
Default Re: Fire when guard commander

beside that, it would be dumb to have only units as bodyguards, as your first loss will make you rout.

=> so you will have units on attack or hold&attack, thus engaging the enemy.
__________________
Currently playing: Dominions III, Civilization IV, Ageod American Civil War.
Reply With Quote
  #7  
Old March 16th, 2004, 02:47 AM
Wauthan's Avatar

Wauthan Wauthan is offline
Second Lieutenant
 
Join Date: Dec 2003
Posts: 475
Thanks: 0
Thanked 1 Time in 1 Post
Wauthan is on a distinguished road
Default Re: Fire when guard commander

I would gladly settle for a "fire two turns hold three turns then fire again" command. Or "Fire and Hold" for short.

The minor problem that I want to overcome is archers shooting into my own ranks. Fire and Flee does solve this but is annoying since the units will scatter to the four winds if they can. I want the archers to remain in the same province as the other units, regardless of battle outcome. A three turn break would be enough. If the enemy is still slugging it out with the infantery by then, friendly fire be damned, I really do need all the damage I can inflict.

I understand why Illwinter want to make a difference between commander and unit tactical training but I would be really happy if I could give any regiment the same range of Hold, Fire and Attack orders as a commander. Since a commander can only be given specific instructions for the first five rounds this would solve the problem with units glaring at eachother across the battlefield. After five turns the AI takes over and they attack eacother.
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 07:53 AM.


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