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View Full Version : Which unit should you NOT use ?



Shahed
12-09-2006, 15:55
Hi All !

Look, been reading a lot of threads about buggy units, which don't behave "as they should". I'm kinda lost though...

:dizzy2:

can someone please put down in point form which units are not working and why ?

Many thanks in advance ! :beam:

katank
12-09-2006, 16:08
Bugged units are mostly 2handed polearm units against cavalry. It appears that their skeleton something value of 1.33 is bad.

This includes both variants of billmen, dismounted English knights, and Varangian guards. They only seem to inflict casualties when the enemy cav is charging and not in actual melee.

It's thus quite possible to send Turkomans or Akinjis into a horde of dismounted English knights and kill annihilate the opposition with no casualties.

As the Brits, just use armoured swordsmen.

zulukiller
12-09-2006, 16:13
Hi All !

Look, been reading a lot of threads about buggy units, which don't behave "as they should". I'm kinda lost though...

:dizzy2:

can someone please put down in point form which units are not working and why ?

Many thanks in advance ! :beam:

Supposidly 2 handed units dont work v cavalry they just deffend rather than attack.

Although im actually pretty annoyed at the game for the way it is billmen should by rights get some kind of slight bonus versus cavalry (not as great as spearmen) because thats what the hooks is for pulling cavalry of horses (another weapon the english nicked from the welsh). But as it is with this bug billmen get absouloutly destroyed by cavalry.

Quillan
12-09-2006, 16:13
The pikemen and halberdiers work, as do the voulge militia and swordstaff militia. It's the billmen and all the 2h axemen (Varangian Guard, Tabardariyya, Croatian Axemen, Woodsmen, etc) that don't work properly.

dopp
12-09-2006, 16:38
Musketeers won't attack if they take losses and if you direct them to attack something (as opposed to fire at will).

Musashi
12-09-2006, 17:35
Berdiche Axemen are the worst of the lot.. They won't attack against cavalry or infantry. They do a little damage on the charge and then stand there. A unit of peasant archers can kill them in a protracted battle because they just sit there and don't fight back.

Also, it's got nothing to do with the skeleton compensation value... You can change that and it does nothing. It's due to a bug in their actual animation set which is laid out in descr_skeleton.txt

Shahed
12-09-2006, 18:20
Ok that's much easier to understand (I think)...

So.. this means:

-Do NOT build any 2 handed Polearm or Axemen ?.
-Does that mean JHI are also affected by this ?

-Musketeers do not shoot unless they are on fire at will.
-Pikemen and halberdiers work as intended.

Correct ?

katank
12-09-2006, 18:29
JHI works pretty well actually. Despite their seemingly disappointing stats, they demolish most infantry and can kill bogged down cav pretty nicely.

Gunpowder units don't work too well and you should manually target them.

dopp
12-09-2006, 18:38
Colonel of the Janissaries! Your JHI use halberd animations and are completely fine. Their attack speed is also horribly fast and they kill everything they touch.

Leave gunners on fire at will. Directing them to shoot causes lockup after the first volley or two.

Pikemen tend to be a little messed up. Charges often make it past the pikes and cause them to whip out swords and die. Pikemen not engaged directly will continue standing in braced position while their fellows are hacked down right beside them. Ordering a pike unit to attack causes it to walk forward and the front ranks do not engage the enemy. When the back ranks get into attack range they start poking away fine, but the problem is that the front ranks are now too close and die.

Darius
12-09-2006, 18:58
I think the reason the JHI are good is simply because they typically have a superior reach compared to most of what they come up against. You'll see them having some trouble in the initial charge and melee, but once they kill or push back those that are closest they start to really shine through.