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July 23rd, 2004, 12:13 AM
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Captain
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Location: Italy
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Re: bitter pill to swallow
Once I had a non immortal SC retreating when the enemy was already routed.
Simply that winged virtuous girl flied in the front of an enemy soldier, who to make his way out to safety, swung his braod sword and hit my virtuous winged girl, making her fleeing much faster than him.
So there was that Last guy on the battlefield, even if he was routed many rounds before my SC, and they won!
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- Cohen
- The Paladin of the Lost Causes
- The Prophet of the National Armyes
- The Enemy of the SC and all the overpowered and unbalanced things.
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July 23rd, 2004, 12:59 AM
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BANNED USER
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Re: bitter pill to swallow
I was definately in positive dominion (otherwise I would not have hurried back to defend!) It is still +6. I suppose I hit the 50 turn limit. It's unfortunate, because this was definately *NOT* and endless battle. I had just about wiped out the entire enemy army, and was super-buffed. I really think the rules for routing should take into account how well you are doing. I understand the need to end an endless battle, but if over the course of the battle one is winning, why end it??
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July 24th, 2004, 06:20 AM
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Second Lieutenant
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Location: houston TX
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Re: bitter pill to swallow
Quote:
Originally posted by Arryn:
quote: Originally posted by Cheezeninja:
I thought immortal commanders were supposed to never retreat in positive dominion?
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Where'd you get that silly idea? The only thing special about immortals in friendly dom is that if they die they pop back up the next turn in your capital, saving you many turns of having to pray for your god to resurrect (which is what happens if your immortal dies outside of friendly dom). Hmmm. I had the same silly notion.
It certainly *used* to be true that immortals in positive dominion never retreat... has this been changed recently?
Rabe the Ringed
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July 24th, 2004, 07:01 AM
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Lieutenant General
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Join Date: Mar 2004
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Re: bitter pill to swallow
Quote:
Originally posted by rabelais:
quote: Originally posted by Arryn:
quote: Originally posted by Cheezeninja:
I thought immortal commanders were supposed to never retreat in positive dominion?
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Where'd you get that silly idea? The only thing special about immortals in friendly dom is that if they die they pop back up the next turn in your capital, saving you many turns of having to pray for your god to resurrect (which is what happens if your immortal dies outside of friendly dom). Hmmm. I had the same silly notion.
It certainly *used* to be true that immortals in positive dominion never retreat... has this been changed recently?
Immortal troops retreat like crazy - vampires spawned by VQs run like crazy. I didn't think immortal commanders did - at least, they definately didn't seem to, based on a couple of soul gate Ermor games I had.
And the pre-turn tip certainly says that immortal pretenders, at least, never retreat in friendly dominion, "Immortal gods never retreat when fighting in a friendly dominion."
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Wormwood and wine, and the bitter taste of ashes.
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July 24th, 2004, 02:44 PM
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BANNED USER
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Re: bitter pill to swallow
In my case, the retreat was due to the turn limit. This turn limit is a major flaw. It means that a pretender super combatant is guaranteed to retreat whenever facing an army with more units than it can kill. For my SC VQ, that number is equal to the number of turns in the limit (which I think is 50).
I also think it strange that a flying commander cannot simply fly back to behind its castle walls! I imagine my VQ's flight instructor was pulling he r hair out when she saw her instead try to flee past the castle into the next province only to melt!
How does one suggest fixes for the next patch?
Merry
[ July 24, 2004, 13:47: Message edited by: Merry Jolkar ]
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July 24th, 2004, 04:21 PM
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Lieutenant General
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Join Date: May 2004
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Re: bitter pill to swallow
Quote:
Originally posted by Merry Jolkar:
In my case, the retreat was due to the turn limit. This turn limit is a major flaw. It means that a pretender super combatant is guaranteed to retreat whenever facing an army with more units than it can kill. For my SC VQ, that number is equal to the number of turns in the limit (which I think is 50).
I also think it strange that a flying commander cannot simply fly back to behind its castle walls! I imagine my VQ's flight instructor was pulling he r hair out when she saw her instead try to flee past the castle into the next province only to melt!
How does one suggest fixes for the next patch?
Merry
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yeah 50 turns is a bit low . i played around a bit Last days with vq's .
one not so funny thing was when i fought against ermor the ai was quite "clever" and had 10-12 dusk elders/spectators in the army + 5xx undead .
in my first attack i killed ~450 undeads before autoretreat after turn 50. the vq was NOT equipped well.
when i attacked next turn the 12 dusk elders constantly spammed sceletons and that was enough to keep my vq busy for 50 turns ^^.
the problem is that i need 3 turns for buffs and in this 3 turns the ermor dusk elder spawn 100+ undeads . then they can keep a constant spawning of new ones. it was just enough to reach turn 50 always when ~5-10 undead where left some dusk elders got beyond fatigue 100 again and spawned new skelletons .
the main problem for that is the bad ai.
at turn 3 when my buffs are finished most likely the first enemies reach my vq . also i scripted her attack rearmost or attack biggest enemy she just stayed in melee with the skelletons most time . even if she luckily attacks one dusk elder the other will most likely never be attacked because before she attacks the next one she is in melee with some garbage summons like skelettons .
i think if not equipped with really high end equipment ( some uniques ) a vq has almost no chance to ever kill 10-15 death / air mages constantly spamming skelletons or phantasmal warriors/false horrors .
50 combat turns are to short .
it should be increased to 200-250 turns .
you often lose a battle where you get luckily e.g. paralyzed for 30 turns . you would easily beat the enemy army but in the left ~15 turns you can kill only 3/4 or so of the army .
while you can't get damaged because you have e.g. soul vortex + invulnerability up .
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July 24th, 2004, 06:19 PM
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Captain
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Re: bitter pill to swallow
Quote:
Originally posted by Boron:
yeah 50 turns is a bit low . i played around a bit Last days with vq's .
one not so funny thing was when i fought against ermor the ai was quite "clever" and had 10-12 dusk elders/spectators in the army + 5xx undead .
in my first attack i killed ~450 undeads before autoretreat after turn 50. the vq was NOT equipped well.
when i attacked next turn the 12 dusk elders constantly spammed sceletons and that was enough to keep my vq busy for 50 turns ^^.
the problem is that i need 3 turns for buffs and in this 3 turns the ermor dusk elder spawn 100+ undeads . then they can keep a constant spawning of new ones. it was just enough to reach turn 50 always when ~5-10 undead where left some dusk elders got beyond fatigue 100 again and spawned new skelletons .
the main problem for that is the bad ai.
at turn 3 when my buffs are finished most likely the first enemies reach my vq . also i scripted her attack rearmost or attack biggest enemy she just stayed in melee with the skelletons most time . even if she luckily attacks one dusk elder the other will most likely never be attacked because before she attacks the next one she is in melee with some garbage summons like skelettons .
i think if not equipped with really high end equipment ( some uniques ) a vq has almost no chance to ever kill 10-15 death / air mages constantly spamming skelletons or phantasmal warriors/false horrors .
50 combat turns are to short .
it should be increased to 200-250 turns .
you often lose a battle where you get luckily e.g. paralyzed for 30 turns . you would easily beat the enemy army but in the left ~15 turns you can kill only 3/4 or so of the army .
while you can't get damaged because you have e.g. soul vortex + invulnerability up .
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What I like about your post Boron, is that your examples works as well or better as an argument to keep a short turn limit.
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