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October 4th, 2007, 03:03 PM
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Lieutenant Colonel
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Join Date: Feb 2004
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Re: Dark Knight
Quote:
sum1lost said:
When the developers say that MoD is an exploit, thats a sign that saying it is acceptabl is so much nonsense.
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But what about archer decoys?
__________________
In strait places gar keep all store,
And burn the plain land them before:
Then shall they pass away in haste,
When that they find nothing but waste...
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October 4th, 2007, 05:12 PM
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First Lieutenant
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Re: Dark Knight
Quote:
Reverend Zombie said:
Quote:
sum1lost said:
When the developers say that MoD is an exploit, thats a sign that saying it is acceptable is so much nonsense.
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But what about archer decoys?
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What about archer decoys? Why would archer decoys being exploits have anything to do with Ks post? If the devs ruled it a bug/exploit, its pretty obvious it is. I'm not sure why you felt it necessary to ask the question, to be honest.
That said, it would be nice if a link could be posted to the ruling on the matter, since I may have missed the post where the devs ruled it an exploit.
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October 4th, 2007, 05:36 PM
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Lieutenant Colonel
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Join Date: Feb 2004
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Re: Dark Knight
Quote:
sum1lost said:
Quote:
Reverend Zombie said:
Quote:
sum1lost said:
When the developers say that MoD is an exploit, thats a sign that saying it is acceptable is so much nonsense.
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But what about archer decoys?
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What about archer decoys? Why would archer decoys being exploits have anything to do with Ks post? If the devs ruled it a bug/exploit, its pretty obvious it is. I'm not sure why you felt it necessary to ask the question, to be honest.
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It's a counter to your argument. Devs think it's an exploit (see below), but everyone accepts it.
Quote:
That said, it would be nice if a link could be posted to the ruling on the matter, since I may have missed the post where the devs ruled it an exploit.
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From earlier in this thread:
Quote:
Ironhawk said:
...I know players who have even quit dominions over the archer decoy exploit. I'm surprised to hear that you dont think it is one.
As for a thread about it, I don't have one handy no. It was discussed (along with several other tactics commonly used in MP play) during the beta. And IIRC the "small squads morale rule" was put in to try and address it. Tho I think the most popular option to address it was Fire Closest/Fire Largest. Unfortunately, that wasnt accepted.
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__________________
In strait places gar keep all store,
And burn the plain land them before:
Then shall they pass away in haste,
When that they find nothing but waste...
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October 4th, 2007, 05:43 PM
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Colonel
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Re: Dark Knight
Quote:
Reverend Zombie said:
From earlier in this thread:
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I've asked for a link to a post where the devs said that anchor decoys were a "bug" or shouldn't be used...
The manual mentions it being an acceptable tactic.
Perhaps at one point during the beta archer decoys were considered bad, but I have seen no indication that the devs currently think anchor decoys are a problem that shouldn't be used.
I'll also add that personally - I don't have a problem with archer decoys. Never did.
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October 4th, 2007, 05:49 PM
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First Lieutenant
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Join Date: May 2007
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Re: Dark Knight
Quote:
Reverend Zombie said:
Quote:
sum1lost said:
Quote:
Reverend Zombie said:
Quote:
sum1lost said:
When the developers say that MoD is an exploit, thats a sign that saying it is acceptable is so much nonsense.
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But what about archer decoys?
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What about archer decoys? Why would archer decoys being exploits have anything to do with Ks post? If the devs ruled it a bug/exploit, its pretty obvious it is. I'm not sure why you felt it necessary to ask the question, to be honest.
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Quote:
It's a counter to your argument. Devs think it's an exploit (see below), but everyone accepts it.
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Not really. Its only a counter if I accept it as a legitimate strategy.
Quote:
That said, it would be nice if a link could be posted to the ruling on the matter, since I may have missed the post where the devs ruled it an exploit.
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From earlier in this thread:
Quote:
Ironhawk said:
...I know players who have even quit dominions over the archer decoy exploit. I'm surprised to hear that you dont think it is one.
As for a thread about it, I don't have one handy no. It was discussed (along with several other tactics commonly used in MP play) during the beta. And IIRC the "small squads morale rule" was put in to try and address it. Tho I think the most popular option to address it was Fire Closest/Fire Largest. Unfortunately, that wasnt accepted.
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I saw that quote, but Ironhawk isn't a dev. While I see no reason to mistrust him, I'd like to see what the devs said on that actual ruling myself, if it is possible. Especially since it is in the strategy manual, so perhaps the descion was made to make it less effective and incorporate it into the game.
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October 5th, 2007, 12:01 PM
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General
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Location: Sweden
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Re: Dark Knight
From a thematic point of view it feels ridiculous to have archers fire at three gyus up close, when there is a whole bunch of threatening archers firing at you from the enemy ranks.
I dislike the current possibility to place an arrow-magnet up front just to disable the first enemy arbalest volley, making them practically useless.
There is no easy fix tho the problem, but I think the targeting system is less intent on 'THE' closest nowdays. The order 'fire at - none' is less likely to target stray archers and can be used if you are expecting decoys.
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October 5th, 2007, 08:37 PM
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First Lieutenant
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Re: Dark Knight
Problem is, it is impossible to formulate a house rule to define archer decoys.
If you have 1000 troops, a squad of 50 troops up front is an archer decoy. Or is it? So how many troops up front would make it NOT an archer decoy?
If you have 5 troops, 3 soldiers in front is not an archer decoy. Or is it? How many troops up front would make it an archer decoy?
If your rule is 3 soldiers up front make a decoy, what about 4? 5? 6? What about 2 squads of 3?, what about 6 squads of 2? What about 4 squads of 5?
So when is it an archer decoy, and when is it chaff? One can argue all tactics employing chaff are actually archer decoy tactics.
See, even with the above posted two extremes, you can get a debate going on which is an archer decoy and which is not. What about all the situations that are less extreme? Who wants to define all the possibilities and work out all the gray areas?
Therefore you can not make a house rule banning archer decoys, and I have yet to play in an MP game where it is banned.
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October 5th, 2007, 09:22 PM
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Lieutenant General
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Re: Dark Knight
rules on archer decoys are impossible to enforce. its just an accepted part of the game; not out of desire, but necessity.
Maltrease had the best archer decoy set-up i've seen - in domII - a single unit in every second square, checkerboarded, for the whole front half of his battlefield deployment
I was in awe, but i guess not ever desperate enough to ever mimic it ;p
after all, doing something extremely boring is a cost itself...
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October 6th, 2007, 01:24 AM
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Major General
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Location: Columbus, OH
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Re: Dark Knight
Quote:
Kristoffer O said:
From a thematic point of view it feels ridiculous to have archers fire at three gyus up close, when there is a whole bunch of threatening archers firing at you from the enemy ranks.
I dislike the current possibility to place an arrow-magnet up front just to disable the first enemy arbalest volley, making them practically useless.
There is no easy fix tho the problem, but I think the targeting system is less intent on 'THE' closest nowdays. The order 'fire at - none' is less likely to target stray archers and can be used if you are expecting decoys.
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I have a really simple solution. The targeting AI could just look at each squad that it's considering to fire upon for "fire closest" then the AI would compare the size of that squad to the size of the army, and possibly with other squads nearby. If the size of the squad they're firing at is found lacking RELATIVE to that of both the opposing army, and the alternate squads, then they would simply ignore the tiny squads up front.
I don't think this would be difficult to code. All you need to do is...
-Gather up all the targets within range
-Compare relative sizes of squads with those of the army they're with
-Select a target out of the available based on that information
Jazzepi
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October 6th, 2007, 01:37 AM
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Lieutenant Colonel
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Re: Dark Knight
Now, what if that tiny squad up front consists of wights? Do you still want to ignore?
On the other hand, if there are only say, 10 units out of a hostile hundred, and you have forty archers? Maybe cap the number of archers who can target those squares at 20 or 4 or some mathematically calculated percentage based on proportion of hostiles relative to number of friendly archers, and force the rest to target elsewhere.
Alternatively, factor something into the equation where if archers are split into two squads, they are more likely to target other squads?
Well... as I don't play archer races, I don't really care about archer decoying yet.
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