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

This Month's Specials

Air Assault Task Force- Save $8.00
winSPWW2- Save $5.00

   







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

Reply
 
Thread Tools Display Modes
  #1  
Old July 29th, 2007, 03:55 PM
Salamander8's Avatar

Salamander8 Salamander8 is offline
Sergeant
 
Join Date: Mar 2006
Location: Germantown, Wisconsin, USA
Posts: 290
Thanks: 0
Thanked 0 Times in 0 Posts
Salamander8 is on a distinguished road
Default Re: Missile troop order/protection questions

Thanks for the replies.

I usually have multiple blocks of melee troops set up across the whole of front the set up area to keep enemies from infiltrating through the melee to my casters and archers, but wanted to see if there were other ways to protect them. Fliers are more problematic in general than fast ground pounders as they can bypass the flank melee blocks.
__________________
Can you destroy the Earth?
Egad! I hope not! That's where I keep all my stuff!
Guide to EA R'Lyeh
Reply With Quote
  #2  
Old July 29th, 2007, 07:16 PM
Edratman's Avatar

Edratman Edratman is offline
First Lieutenant
 
Join Date: May 2007
Location: Reading, PA
Posts: 724
Thanks: 93
Thanked 37 Times in 27 Posts
Edratman is on a distinguished road
Default Re: Missile troop order/protection questions

One method that I have found to create stationary troops is the "guard commander" command, used with a "stay behind troops" scripted commander.

I will use this to create blocking forces for my mages. I haven't used it to shield archers, but I'm sure it will also work for them.
__________________
Men do not quit playing because they grow old; they grow old because they quit playing.
Oliver Wendell Holmes
Reply With Quote
  #3  
Old July 30th, 2007, 02:00 PM
Tuidjy's Avatar

Tuidjy Tuidjy is offline
Major
 
Join Date: Apr 2004
Location: La La Land (California, USA)
Posts: 1,244
Thanks: 0
Thanked 30 Times in 11 Posts
Tuidjy is on a distinguished road
Default Re: Missile troop order/protection questions

> My theory is that this gets the thug/commander to re-consider his target each
> turn, which helps him adapt better to changes in the first six turns, rather than
> chasing whoever was closest on turn 1 or turn 3. I'm not sure my theory is
> entirely valid, though.

It's my theory as well, and it has worked fine so far. When the thug is quickened,
and holding a frostbrand, you'd be amazed how quickly the offending fliers rout.
Except that I have him on hold for two or three turns, depending on who attacks, so
that he does not go after chaff, and attacks the overflying/flanking units instead.
__________________
No good deed goes unpunished...
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 05:02 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.