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

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening

Reply
 
Thread Tools Display Modes
  #1821  
Old April 24th, 2008, 02:47 PM

thejeff thejeff is offline
General
 
Join Date: Apr 2005
Posts: 3,327
Thanks: 4
Thanked 133 Times in 117 Posts
thejeff is on a distinguished road
Default Re: Bug thread

He's not saying that there doesn't need to be a mechanism to handle units that don't rout.

He's suggesting they get automatically moved to a neighboring province, as if they'd routed instead of just being killed.
Reply With Quote
  #1822  
Old April 24th, 2008, 02:59 PM
Argitoth's Avatar

Argitoth Argitoth is offline
Lieutenant Colonel
 
Join Date: Oct 2003
Location: Gilbert, AZ
Posts: 1,375
Thanks: 1
Thanked 0 Times in 0 Posts
Argitoth is on a distinguished road
Default Re: Bug thread

The link leads to a video I created of the battle in question.

http://www.elanhickler.com/misc/batt...tle_flash.html (Flash Encoding 6.5mb)

Tartarian gets paralyzed, but can't be killed by the melee units. Tartarian gets unparalyzed, my golem dies before it can end the battle by killing the tartarian.
__________________
Composer, Sound Designer, www.elanhickler.com
Reply With Quote
  #1823  
Old April 24th, 2008, 03:01 PM
NTJedi's Avatar

NTJedi NTJedi is offline
General
 
Join Date: Jun 2003
Location: az
Posts: 3,069
Thanks: 41
Thanked 39 Times in 28 Posts
NTJedi is on a distinguished road
Default Re: Bug thread

Quote:
Kristoffer O said:
The auto kill is there as some units don't retreat. Target was paralyzed, stunned and immobile units, as other units supposedly already had been auto-routed.

What units do not get routed by autorout?
Berserkers
Beserkers, sleepers, paralyzed, immobile units are auto_killed. Here are two scenarios I experienced which display why auto-retreat works better than auto-kill.

One scenario I experienced was my beserked SC was trying to kill over a thousand mindless units such as skelletons... the enemy retreated yet my beserked SC could not kill all the remaining mindless units before being auto-killed himself by the time limit.

Another scenario I experienced was my SC was killing hundreds of different types of units. Eventually the enemy was retreating yet enemy dispossed spirits fleeing ran into my SC and paralyzed him. The dispossed spirits could not flee or harm the SC yet they had him continously paralyzed. My SC was then killed by the time limit.


I understand and agree we don't want the battles lasting forever yet a better solution is having an auto-retreat instead of the auto-kill. Auto-retreating meaning the battle ends and units/commanders flee to a friendly nieghboring province.
__________________
There can be only one.
Reply With Quote
  #1824  
Old April 24th, 2008, 04:33 PM
Kristoffer O's Avatar

Kristoffer O Kristoffer O is offline
General
 
Join Date: Aug 2003
Location: Sweden
Posts: 4,463
Thanks: 25
Thanked 92 Times in 43 Posts
Kristoffer O is on a distinguished road
Default Re: Bug thread

> He's suggesting they get automatically moved to a neighboring province, as if they'd routed instead of just being killed.

I'm more unfond of a sphinx reappearing in a neighboring province than a golem dying because he was too slow on killing stuff.
__________________
www.illwinter.com
Reply With Quote
  #1825  
Old April 24th, 2008, 04:35 PM
Kristoffer O's Avatar

Kristoffer O Kristoffer O is offline
General
 
Join Date: Aug 2003
Location: Sweden
Posts: 4,463
Thanks: 25
Thanked 92 Times in 43 Posts
Kristoffer O is on a distinguished road
Default Re: Bug thread

I'm more inclined to raise the limit, but I don't see the point, since it affects everyone the same. Just like starvation rate or income or whatever. It is a feature you know and have to deal with.
__________________
www.illwinter.com
Reply With Quote
  #1826  
Old April 24th, 2008, 04:36 PM
NTJedi's Avatar

NTJedi NTJedi is offline
General
 
Join Date: Jun 2003
Location: az
Posts: 3,069
Thanks: 41
Thanked 39 Times in 28 Posts
NTJedi is on a distinguished road
Default Re: Bug thread

Quote:
Kristoffer O said:
I'm more unfond of a sphinx reappearing in a neighboring province than a golem dying because he was too slow on killing stuff.
Easy solution... auto-retreat only the attackers.
__________________
There can be only one.
Reply With Quote
  #1827  
Old April 24th, 2008, 04:47 PM
Argitoth's Avatar

Argitoth Argitoth is offline
Lieutenant Colonel
 
Join Date: Oct 2003
Location: Gilbert, AZ
Posts: 1,375
Thanks: 1
Thanked 0 Times in 0 Posts
Argitoth is on a distinguished road
Default Re: Bug thread

NT Jedi, I hate to argue against your ideas, but how can you solve the part where immobiles attack via teleportation? For the sake of getting rid of auto-kill, I'd just say it's fair to move the immobile to a neighboring province, but Kristoffer probably wouldn't agree with me.

If Kristoffer does agree to do this, I hope he can also raise the turn limit a little bit; a one-two punch to this "problem." It would make me happy, anyway.
__________________
Composer, Sound Designer, www.elanhickler.com
Reply With Quote
  #1828  
Old April 24th, 2008, 07:16 PM
NTJedi's Avatar

NTJedi NTJedi is offline
General
 
Join Date: Jun 2003
Location: az
Posts: 3,069
Thanks: 41
Thanked 39 Times in 28 Posts
NTJedi is on a distinguished road
Default Re: Bug thread

With regards to immobile the end result should be the same result as what happens now when using map edit commands and placing two different nations on the same province. This scenario would have the defender still owning the province and the attacking immobile sitting on top without access to anything within the province. Thus next turn results in an instant battle.

This might be too much programming... so as a second option leave the auto-kill for only immobiles and provide an auto-retreat for only attackers.

An increase for battle turns would be appreciated... as time passes it's inevitable gamers will need to upgrade their computers. The computers of today and tomorrow can handle the increased battle turns. On reflection for increasing battle turns... anytime we've seen in increase for commander and unit limits we've only seen praise and happiness in the community.
__________________
There can be only one.
Reply With Quote
  #1829  
Old April 24th, 2008, 09:34 PM

Wick Wick is offline
Sergeant
 
Join Date: Oct 2003
Posts: 262
Thanks: 1
Thanked 0 Times in 0 Posts
Wick is on a distinguished road
Default Re: Bug thread

I'm with NT-Jedi. For me, auto-killing is worse then un-teleporting them back, or vortexing them home, or just declaring they successfully left the field, with or without immobiles. They are all arbitrary solutions to keep the game playable but killing a unit *because* it's safe from whatever it's fighting is just ugly. YMMV.
Reply With Quote
  #1830  
Old April 24th, 2008, 11:37 PM

Loren Loren is offline
First Lieutenant
 
Join Date: Nov 2006
Posts: 739
Thanks: 1
Thanked 8 Times in 8 Posts
Loren is on a distinguished road
Default Re: Bug thread

Quote:
vfb said:
Without auto-death, it's possible that a battle could never end. You could have two fatigued armies passed out on the battlefield, neither able to kill the other, and not even able to retreat even if they wanted to.

Oh wait ... maybe I see what you're saying. When turn 100 is reached, just treat the entire attacking army as if it *had* retreated, and flee it to the surrounding provinces. Sounds like it might work.
Somebody's going to wake up and start bashing again.

I think the answer is different: Starting at turn 40 count the total hp's of the real (not battlefield summons) units in the fight. Note the highest value in the 40-50 turn range. In every subsequent 10 turn range note the highest value, compare with the saved value. If it's equal or higher it's time for a rout. If it's lower, replace the saved value with the new value. Note that since the hp's must always be declining the battle will end eventually.

If it's determined that a rout should happen look at the retreat options for both sides. If a side can retreat, rout that side. Do not rout a side that can't retreat at this point. These routs apply to *ALL* units, even those normally immune from routing.

Continue the hp checks, if they call for a rout *AGAIN*, rout both sides.

If the check hits a third time then you force everything off the battlefield. Anything capable of teleporting to the capital does so, anything else dies.

So long as the battle is making progress it will continue. If it deadlocks the guy who can retreat does so--realistically the guy who has noplace to go won't stop a useless battle.

The second case is to deal with the possibility that nobody can retreat. Two armies teleport into battle or the like. The final case removes any units that can't move.
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 07:42 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.