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View Full Version : Routing fixed!!!!!



Khan7
06-24-2002, 04:05
This may be premature.. but after playing the demo, routing appears to be fixed! Units now first will try and get away from their assailants, and only after will head for their edge of the map! Can anyone else confirm or comment on this?

Matt

Darkmoor_Dragon
06-24-2002, 04:59
Correct - units now "run away" from the closest directly targetted attacking unit and only run for their map edge when routed - even then they will still try to avoid other units rather than routing through them.

MagyarKhans Cham
06-24-2002, 06:15
Dark i am sure Khan7 mentioned teh pesky routBUG

UglyJun
06-24-2002, 07:29
hmmmmmmmm i wonder http://www.totalwar.org/ubb/rolleyes.gif

Darkmoor_Dragon
06-24-2002, 08:14
Quote Originally posted by MagyarKhans Cham:
Dark i am sure Khan7 mentioned teh pesky routBUG[/QUOTE]

me no understand.

Khan7
06-24-2002, 08:34
No, I didn't mean the rout "bug", actually.

It really isn't a bug but an intentional "feature" which the developers originally felt was necessary to put a cap on evasion tactics. It seems reasonable enough to me, but to be honest I don't have much of an opinion one way or the other. And it only comes into effect once the enemy closes to within charging range.

I'm not sure if the rout "bug" is still around. I was speaking of routing units behavior.

Matt

Puzz3D
06-24-2002, 11:10
Darkmoor_Dragon,

Both STW and WE/MI have a design feature whereby, if you move a unit away from enemy units 10 to 20 times, your unit will rout no matter what its morale level is, and you cannot rally the unit. The rout is triggered by a simple counter. Moving away constitutes any move which increases the distance between your unit and any enemy unit even if the enemy unit is hidden, and the range of the effect is about 3 tiles on the map which is quite far. If you picture a unit with an enemy unit directly ahead and an enemy unit directly behind, that unit cannot be moved in any direction without moving away from an enemy unit. This rout feature hampers feined attacks because, after several feints which require multiple away moves, your unit runs away. It also happens during the chaos of battle when units are all around, and affects the kind of tactics you can safely use. This feature is intended to limit the length of single player battles against the ai. However, it's another example of how the online gameplay has not been thought out to the same degree as the single player game. This feature isn't needed or desireable in the online multiplayer.

MizuYuuki ~~~

Darkmoor_Dragon
06-24-2002, 16:34
oh that - yeah i asked about that, chap who demo'd it didn't know about it. But i tired it myself by constantly moving a unit around the map away from an attacking unit - didn't happen.

In one of the historical campaigns (Saladin) the only way i could win was to do this and tire out the English knights then pepper them with my light mounted archers. Took ages, worked fine - no sign of that problem.

(I didnt think he was talking about that though)

The Scourge
06-24-2002, 18:41
Quote Originally posted by Darkmoor_Dragon:


In one of the historical campaigns (Saladin) the only way i could win was to do this and tire out the English knights then pepper them with my light mounted archers. Took ages, worked fine - no sign of that problem.

[/QUOTE]

Which was exactly the way the real Saladin did it.
Great,we can use mounted archers the way the're supposed to be used.

Kraellin
06-25-2002, 02:19
scourge,

not only can you use mounted archers, but the capability seems to exist that you can dismount them and have them be melee units, if you want to mod it that way. in fact, if you wanted to, you could have them dismount and be just about anything else or keep them as archers. at least, that's what the current stats files seem to indicate.

K.


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The only absolute is that there are no absolutes.