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  #1  
Old March 15th, 2004, 05:48 PM

E. Albright E. Albright is offline
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Default Re: Fire when guard commander

Quote:
Originally posted by Pocus:
beside that, it would be dumb to have only units as bodyguards, as your first loss will make you rout.
If memory serves, bodyguards aren't counted as troops re: routing. Thus, naught but bodyguards should be the same as a solitary commander...
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Old March 15th, 2004, 10:50 PM
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Chazar Chazar is offline
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Default Re: Fire when guard commander

I already misposted my suggestion in a wrong thread, but it really belongs here: In short, what about missile troops simply switching to hold when all possible targets are severely outnumbered by friendly units? (AI decides similar to the mechanism on gem usage.)

I presume that this would be half the way towards "fire and hold", as it reduces death by friendly fire and prevents archers from marching up to meele, yet I would prevent the stalemate. And maybe it does not affect balancing that much as the AI controls the behaviour. Friendly fire is so annoying!
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Old March 16th, 2004, 03:19 PM
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tinkthank tinkthank is offline
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Default Re: Fire when guard commander

Quote:
Originally posted by Wauthan:
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.
Your suggestions are also good.
I still dont see the problem with units glaring at each other across the battlefield. This was discussed in the previous Posts and deemed fairly unproblematical, if boring. Even if no mages are on the field, if no one ever takes the initiative (but why would anyone want to attack and not take the initiative), the defender will win. What is the problem?

Units now on "Hold and Attack" will fire if they can. Why not for Guard Commander too? I cant imagine that this would be particularly difficult to change.
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