|
|
|
|
 |

November 24th, 2003, 12:23 AM
|
 |
General
|
|
Join Date: Nov 2000
Posts: 3,013
Thanks: 17
Thanked 25 Times in 22 Posts
|
|
Re: Suggestion: How to beef up light inf
Giving units the ability to run away without routing would be a little powerful in the case of flying units. Caelum for example would be nearly uncatchable.
|

November 24th, 2003, 12:41 AM
|
 |
Major General
|
|
Join Date: Nov 2000
Location: 500km from Ulm
Posts: 2,279
Thanks: 9
Thanked 18 Times in 12 Posts
|
|
Re: Suggestion: How to beef up light inf
Quote:
Originally posted by Graeme Dice:
Giving units the ability to run away without routing would be a little powerful in the case of flying units. Caelum for example would be nearly uncatchable.
|
archers: "fire at enemy flyers" ???
Thinking about it, it seems to me that this would make sense very well - realism and all
A.
[ November 23, 2003, 22:43: Message edited by: Arralen ]
__________________
As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
|

November 28th, 2003, 12:56 PM
|
 |
Major General
|
|
Join Date: Nov 2000
Location: 500km from Ulm
Posts: 2,279
Thanks: 9
Thanked 18 Times in 12 Posts
|
|
Re: Suggestion: How to beef up light inf
Quote:
Originally posted by Kristoffer O:
quote: Originally posted by Arralen:
I though about not moving into the same square with units of the same squad,...
Could the game enigne handle this?
A.
|
Not currently, but it is a good solution. ... I am very fond of the manipular army, but the Dominions engine is not formation friendly. So there's a chance that it will be implemented in the patch?
Maybe there should be more checks for units:
- not moving LI in squares where another unit of the same squad already is
- not moving into squares where some damaging area effect is active (poison, auras)
- not moving right up to an enemy without having enough AP left to attack him (this could get a bit tricky, though. But even one square would be better than it is now, where my troops regularly line themselves up to be killed in the next combat turn)
Three flies to be squashed with the same piece of code ??
A.
[ November 28, 2003, 10:58: Message edited by: Arralen ]
__________________
As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
|

November 28th, 2003, 03:28 PM
|
|
Colonel
|
|
Join Date: Apr 2002
Location: Near Paris, France
Posts: 1,566
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Suggestion: How to beef up light inf
Quote:
Originally posted by Graeme Dice:
Giving units the ability to run away without routing would be a little powerful in the case of flying units. Caelum for example would be nearly uncatchable.
|
Maybe they would need some changes (higher costs, less power, etc...), but it only reflect common sense : I wonder how a landlubber swordsman can ever catch a flyer who refuses combat !
MoM and AoW have nice features about it : non-flyers can only engage other non-flyers, only flyers can engage all 
|

November 28th, 2003, 03:47 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
|
|
Re: Suggestion: How to beef up light inf
Quote:
Originally posted by PDF:
MoM and AoW have nice features about it : non-flyers can only engage other non-flyers, only flyers can engage all [/QB]
|
MoM also had that timeout on combat which I abused ALOT. I loved to take flyers in and cast "confuse" or whatever that one was that opened a chasm. If it didnt work I just waited out the combat then tried again. Realistic? I guess so. But way too useful.
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
|

November 28th, 2003, 04:12 PM
|
|
Corporal
|
|
Join Date: Oct 2000
Posts: 142
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Suggestion: How to beef up light inf
Please allow me to add my 2 cents even though my copy of D2 has shipped but not yet arrived. LI should be unencumbered. By that I mean light weapons only and no armor. There would be two advantages. First, speed. They should be the poor mans cavalry with excellent flanking ability. Second, defense. They should be harder to hit than their more heavily armored (read slower) bretheren. I agree with the other points regarding refusing combat against slower attackers and a skirmish formation, if possible, to reduce any impact from ranged weapons/spells.
If all this is in the game already then just ignore this rambling. 
|

December 1st, 2003, 10:17 AM
|
 |
Major General
|
|
Join Date: Nov 2000
Location: 500km from Ulm
Posts: 2,279
Thanks: 9
Thanked 18 Times in 12 Posts
|
|
Re: Suggestion: How to beef up light inf
Quote:
Originally posted by Elmo:
.. LI should be unencumbered. By that I mean light weapons only and no armor. There would be two advantages.
|
We're not talking about generic troops here. There are lots of nation-specific troops which are quite different from each other. Some have a spear only, some have spear, javelin, shield, helmet and armor, yet all "qualifiy" as light infantry.
And encumbrance does not influence movement speed, at least unless the (fixed) unit stats reflect this. There wouldn't be any change to the speed if you change a units encumbrance on the battlefield, but it does get more fatigue.
Quote:
|
First, speed. They should be the poor mans cavalry with excellent flanking ability.
|
Light infantry does have higher strategic and battle speed, so when retreating it most times can run away from heavier troops successfully.
Quote:
|
Second, defense. They should be harder to hit than their more heavily armored (read slower) bretheren.
|
Most LI does have 1 or 2 points more defences, but I'm not shure if it really makes a difference.
A.
__________________
As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
|
| Thread Tools |
|
|
| Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|