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  #31  
Old October 10th, 2005, 12:31 PM
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Default Re: And another thing...

Quote:
Ironhawk said:
Do you mean ctrl-1 as in the commander order's save/load functionality? If so, go to the army screen (t) and point at the order scripting for a commander, ie: Quickness, False Horror x4. While pointing at this script, press ctrl-1 to save it. To give those orders to another commander, point at that commander's script and press 1.
thanks, pointing at the commands was what I was missing
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  #32  
Old October 10th, 2005, 01:26 PM
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Default Re: And another thing...

So I guess the "attack big monster" command doesn't work? Are mages automatically "smaller" than anything they summon?
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  #33  
Old October 10th, 2005, 01:29 PM
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Default Re: And another thing...

No. Attack large monster command causes the units to attack the largest creature on the battlefield, as determined by the unit's size attribute. You can check the size of a unit by right-clicking on its hit points.

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  #34  
Old October 10th, 2005, 08:15 PM
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Default Re: And another thing...

Quote:
Endoperez said:
I would prefer changing Attack Rear to actually attack the rearmost more often.


I definitely agree... far too often I've seen units ignore the rear most and just attack the side of whatever is closest.

Hopefully Dominions_3 will bring more attack commands.
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  #35  
Old October 11th, 2005, 03:08 PM

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Default Re: And another thing...

Well, units dont ignore thier orders, such as it is. They all try to carry out thier orders to the best of thier ability but there are other complicating factors which make them stray. With Attack Rearmost in particular, there is some kind of hidden check every time a group with this command passes an enemy group in the field. If you succeed in this check, you will move to the next group, etc, until you reach the end. I think it may have something to do with morale? But Im not really sure. Probably the command would be better understood by all if it were just labeled Attempt to Flank or something. In my experience tho Attack large monsters, archers, and fliers all produce more predictable results - perhaps there is no hidden check for them, like there is for "rearmost"?
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  #36  
Old October 11th, 2005, 06:46 PM

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Default Re: And another thing...

AFAIU it's just a basic morale check for each squad(?) the unit passes on its way to the rear. If it passes the check then it keeps going, if not then it engages the unit it is trying to pass.

As you can tell I'm not certain whether it's a check per squad or per unit.

What intrigues me is that lifeless/mindless and other morale-50 units should *always* get to the rear, and I'm not sure they do. Anyone?

CC
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  #37  
Old October 11th, 2005, 07:13 PM
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Default Re: And another thing...

It's not a morale check, and it occurs during the target selection part of the squads turn, where there is a chance of failure to attack the rearmost square for each opponent squad.
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  #38  
Old October 12th, 2005, 03:42 AM

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Default Re: And another thing...

Ok so if it's not a morale check, what is it based on? How is it modified? Presumably an Arch Devil has a better chance of getting past two militia than a light infantry has of getting past a hundred heavy cav?
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  #39  
Old October 12th, 2005, 10:55 AM
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Default Re: And another thing...

I have no idea what it's based on, but I think that the flying creature has an advantage only because it can go directly to it's target in one turn, and will not get blocked.
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  #40  
Old October 12th, 2005, 12:31 PM
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Default Re: And another thing...

Except that in my experience, flyers get distracted and go for the troops in front just as often as cavalry do, which is, imo, totally bogus.
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