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  #21  
Old September 21st, 2004, 09:01 PM
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Graeme Dice Graeme Dice is offline
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Default Re: Stop the (routing) Madness!

Are these cases where one side does not rout when it should possibly due to the fact that the other army has already routed? I believe that until the auto-rout starts when turns are in their 50's, only one side can have routed.
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  #22  
Old September 21st, 2004, 09:09 PM
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Tuidjy Tuidjy is offline
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Default Re: Stop the (routing) Madness!

> Are these cases where one side does not rout when it should possibly due to
> the fact that the other army has already routed? I believe that until the
> auto-rout starts when turns are in their 50's, only one side can have routed.

I am afraid this is not always the case. I have had my Caelum troops rout the
enemy, charge into them, suffer casulaties, rout and leave the battlefield
before the enemy, thus snatching defeat from the jaws of victory...

On the other hand, I have an actual strategy, again with Caelum, which relies
on leaving my troops to win the battle without commanders. I have not used it
in 2.14, though, as I grew bored with Caelum.
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  #23  
Old September 21st, 2004, 09:39 PM
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Default Re: Stop the (routing) Madness!

no the situations i've seen are ones where one would clearly expect a rout (all allied forces dead) but there isn't one. eventually the other army is killed, but it certainly has not previously routed.
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  #24  
Old September 21st, 2004, 09:47 PM
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Default Re: Stop the (routing) Madness!

Quote:
Cainehill said:
Quote:
Kristoffer O said:
I have come across strange incidents where commanders sometimes stay and fight. I have noticed this only when all soldiers are killed in the first round of battle or something soimilar. It was long since Last time and I'm not sure what happened. IIRC it was a PD battle.

Commanders rout when all troops are lost. If you summon one skeleton (twin spear is working now) and the skeleton is killed you have lost all your soldiers and you will therefore retreat.
The twin spear one I could understand, at least according to game mechanics.

But the commanders are staying around when the troops were killed long after the first round of combat : the 4th round or later, and not just with PD. Air Queens, Tuatha, PD commanders, etc, none of which were berserk. Would turn files showing this be helpful in debugging and tracking it down, or do you need files from the host server as well?

Cainehill is correct about commanders. (gulp! ) Just few turns ago in my Throne of Heavens game I've seen all none PD troops (and all but one commanders) killed by turn 20 or so one by one, but nevertheless my Last commander stayed and fight to the end. On the other hand I've also seen what KristofferO have described - commanders stay and fight after all PD including commanders were killed in 2nd round of combat (Ghost Riders)

Question to KristofferO: Are there any special rules regarding routing during Castle Defense?
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  #25  
Old September 21st, 2004, 09:56 PM
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Default Re: Stop the (routing) Madness!

Quote:
Esben Mose Hansen said:
We've had the discussion about early routing before.,

Poll: morale and routing

Why have it again? More than half voted for no change at that time.

I, for one, like the current routing rules, except for one small thing already mentioned in the other thread.

Commanders not routing sounds like a bug, I agree. I havn't experienced this myself, so I have no opion in this matter.
I agree with Mose. The currrent system is fine with me, as soon as this bug (or two bugs) with commanders not routing are fixed. I have been using the routing mechanism as a defense agaisnt Ghost riders attacks, but it is hard to do if it sometimes work and sometimes not. ;( Same goes for any battle. If you dont' know when your troops would route and when they would not, it is hard to plan it.


I also think it would be better if Death twin spear would work similar to Lifelong protection in regards to routing - meaning its summons would not cause the routing of its owner. Otherwise there is not much point in this unique artifacts, and it would be suicidal to give it to any SC commander, except when accompanied by strong army. But this is very minor thing obviously.
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  #26  
Old September 22nd, 2004, 01:40 PM
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Default Re: Stop the (routing) Madness!

Just posting a third sighting, in case there's any doubt this bug exists. I've been fighting Caelum on Try_Something_New, and it seems they've taken to capturing my depopulated, unguarded provinces in raids, setting PD to 2(Or 1, or whichever gives one commander anbd one soldier), and promptly abandoning the conquered territories.
I sometimes respond by moving in a small band of troops(AE longdeads, soulless, etc.), and every single time I have done so thus far, without exception, both before and after the 2.13->2.14 client- and server- side switch, the Caelian infantryman has died in the first round of combat, but the seraphine PD commander remained on the field until killed.
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  #27  
Old September 22nd, 2004, 01:45 PM
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Default Re: Stop the (routing) Madness!

Yeah, seraphines are alwyas anxious to die in battle...its probably a religious issue...
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  #28  
Old September 22nd, 2004, 01:53 PM
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Default Re: Stop the (routing) Madness!

Quote:
Graeme Dice said:I believe that until the auto-rout starts when turns are in their 50's, only one side can have routed.
Actually, this is not true. I have seen battles where both sides routed pretty early on (one side had all of its commanders killed and the other suffered morale failure), and the one whose units were slowest to retreat (limp, cripple, less action points or whatever other reason) won the battle and kept the province. It's unusual, but it can and does happen.

Edi
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  #29  
Old September 22nd, 2004, 03:41 PM

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Default Re: Stop the (routing) Madness!

I sent a .trn file that I think shows the the sort of thing Cainehill was talking about in his first post. Of course, the battle did happen in the Mountains of Madness, so maybe it is a feature .
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