View Full Version : blood slaves and rout
SciencePro
February 13th, 2010, 06:48 PM
I had a battle with a solo thug who never took any damage and wasn't subjected to any fear. He was kicking *** and suddenly routed on like turn 10.
The only thing i can think of is that he did have like 10 blood slaves with him that got killed by archer fire. Are they considered in his squad or did they count as 75% of his army? Is that really what scared the crap out of him so much?
Psycho
February 13th, 2010, 07:41 PM
Yes, I think their hit points are calculated towards the army total, and that thug retreated due to 75% hp lost autorout. Someone could test it and check the log to be sure.
SciencePro
February 13th, 2010, 09:15 PM
So you are saying that once the army loses 75% of its total HP it routs? That would be consistent with what i've seen.
Anyone else find it annoying that blood slaves count towards that limit?
Squirrelloid
February 13th, 2010, 09:40 PM
So you are saying that once the army loses 75% of its total HP it routs? That would be consistent with what i've seen.
Anyone else find it annoying that blood slaves count towards that limit?
It would be interesting to find out if it looks at % of hp remaining, or #hp slain or routed, because these imply some different edge-case behaviors. (Ie, units that leave the field without being slain or routed - do they count against auto-route hp?)
vfb
February 13th, 2010, 10:53 PM
From what I've seen in debug logs, it's current total army HP (including BF summons) compared to the total HP your army had on entering the battle (including 1-battlespell and item summons).
thejeff
February 13th, 2010, 11:14 PM
I do wish it could figure out some way to handle shapeshifters and similar things. I've had solo thugs/SCs route when their first form got hurt. The latest being a Chayot.
15hp and 3 forms left, you'd think an Angel would tough it out. But no, one good hit and he's out of here.
Squirrelloid
February 14th, 2010, 07:53 AM
vfb:
So wait, if you cast ritual of returning with, say, your 300 hp pretender and you have 100hp otherwise on the field, your army instantly routs? Really? That's hilarious if true.
Sombre
February 14th, 2010, 08:28 PM
I think re: the chayot situation if you only have 1 unit on the field, the autorout should be disabled. Should as in this is how I'd like it to function, not should as in according to my tests this is what should happen if you test it too.
thejeff
February 14th, 2010, 10:43 PM
I'm not sure I'd agree, even with "Should as in this is how I'd like it to function".
I've had SCs hit the 75% limit and flee, saving themselves. Usually early game monster pretender types. Wyrms & Krakens.
It would just be nice if it counted extra form hp toward the limit. (I know that's not easily possible.)
FAJ
February 15th, 2010, 04:20 PM
I don't remember where I read this, but I thought that blood slaves only become units if the owner wanders too far from them. Is this true?
If a blood caster with low hp brings in a few slaves, uses them to cast buffs, will he rout himself by using them for spells?
Say, a warlock casts hell power, then blood vengeance, then reinvigorate. By the time he has used all his slaves, thats over 75% hp missing. Will he rout?
BigDaddy
February 15th, 2010, 04:54 PM
See, I think FAJ might be right, or something similar is happening, because the Blood font doesn't have this problem with it has troops. And I just saw a pretender mod with a blood angel that get 5 slaves a turn, and he didn't have this problem.
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