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  #11  
Old April 29th, 2010, 04:33 AM
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Default Re: Flying Archers Gone Wild(ly Wrong)

Quote:
Originally Posted by LoloMo View Post
Except if you're a commander, you just tuck your shield under your armpit and carry on!
Tis but a scratch! It's just a flesh wound, really!
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  #12  
Old May 13th, 2010, 06:07 PM

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Default Re: Flying Archers Gone Wild(ly Wrong)

Hi, I'm really annoyed that I have to reactivate this thread, but the archers did it again. On their second turn they flew towards the enemy and halved the distance betweeen them, allowing the flagellants to close on their next turn and decimate the archers in melee.
I checked and there were plenty of enemies within 20 squares to shoot at, and their range is 30 so there was no need to get closer to "fire at closest enemy", their only order.
The archers were in two groups with different commanders, and both groups did the same thing. One squad had a leader (lowest ID#) that had a mild affliction, but the other aquad's leader was healthy. Both commanders were to stay behind tropps.
The only thing out of the ordinary was morale was low (6) for many of the troops due to hunger. But wouldn't low morale make them rout and flee away from the enemy?
I'm playing in two MP games as Caelum and I need the archers.

Any ideas? thanks - jorus

PS
Can you find a unit's ID on the battle screen?
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  #13  
Old May 13th, 2010, 10:05 PM

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Default Re: Flying Archers Gone Wild(ly Wrong)

sure, pull it up like normal (double click on him, and then shift i).

as for the flying archers... I have never been able to get them to work either.

For example, bogarus has a flying dragon with a ranged brreath weapon. For me it always flies up into melee range - and dies.


you could try this... place a commander .. wherever you want.
Give him a body guard.
tell the archers to stay behind troops. and place them behind the bodyguard.
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  #14  
Old May 13th, 2010, 10:19 PM

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Default Re: Flying Archers Gone Wild(ly Wrong)

Shift-I gets you the monster id, not the unit Id. As far as I know there's no way to actually see the unit ids. Anywhere.
You can figure out relative order, but not the actual numbers. I'm sure there's a connection between unit id and how the troops are initially positioned in formation, but I've never bothered to look into it.

You can't give troops stay behind troops orders.

I have not had the problem with flying archers. I've even been playing around with Caelum recently, though EA and thus mage rather than archer focused. But they've never done the suicidal charge.
In fact I've never seen flying archers fly to get closer. If they're out of range they walk forward.

Jorus, is this a MP game? Can you post the turn? Maybe someone can see how to make sense of it if they can actually see the fight.
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  #15  
Old May 14th, 2010, 08:09 AM

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Default Re: Flying Archers Gone Wild(ly Wrong)

My tactic had been to have the commander stay behind archers with a few guards. There would be another commander with front line troops in front.

Quote:
Originally Posted by thejeff View Post

Jorus, is this a MP game? Can you post the turn? Maybe someone can see how to make sense of it if they can actually see the fight.
Yes, it is an MP game, no mods. I'll be happy to post the turn, how do I do that? Is it just attaching the trn file? Hmmm...it looks like I can't attach trn files, so how?

Jorus
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  #16  
Old May 14th, 2010, 08:16 AM
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Default Re: Flying Archers Gone Wild(ly Wrong)

Attach it as a zip.
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  #17  
Old May 14th, 2010, 08:17 AM
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Default Re: Flying Archers Gone Wild(ly Wrong)

Go advanced, and click on the paperclip icon.

Edit: ninja'd, and probably with better advice.
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  #18  
Old May 14th, 2010, 09:41 AM

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Default Re: Flying Archers Gone Wild(ly Wrong)

Duh...

here it is, and if you can tell me why my mammoths couldn't wait to rout - that would be useful also!
Attached Files
File Type: zip early_caelum.zip (19.6 KB, 55 views)
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  #19  
Old May 14th, 2010, 01:40 PM

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Default Re: Flying Archers Gone Wild(ly Wrong)

You have the same situation again - the lead archer lost an arm and they all went into melee then. Your lead archer is unit with ID number 3986 - he is located in battle in the square up and left to the eagle king in the center. The second volley of TC arrows did him 5 damage and took his arm. Maybe try using some arrow catchers in battle.

The mammoths routed because half of them were killed (5 of 10), they have poor morale to start with and they were also starving.
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  #20  
Old May 14th, 2010, 02:49 PM

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Default Re: Flying Archers Gone Wild(ly Wrong)

A few ways to improve mammoth morale.

1. Add undead.
2. Berserk them. touch of madness for example.
3. add large numbers of slow units. Moral checks only occur
when a threashold level of serious wounds occurs.

So if you have 10 mammoths in a group of 50 units, the mammoths will continue to receive the survivors moral benefit; additionally a higher number of wounds will be necessary to cause the morale check to happen.
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