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View Full Version : Testing units and the "Captain Effect"...



NeoSpartan
09-18-2007, 20:39
Well fellas I am running some tests on Costum battles to see how a** kicking some units really do. (I recently found out that the bug of units switching form swords to spears after being knocked out was a major detriment to Soldurus (sp) since they have a high sword lethality)

Now my question is how can I get rid of the Captain Effect when batteling 1unit vs 1 unit?:help:
[the Captain Effect is what happens when the 4 hitpoint captain messes the battle.
-1st he give higher than usual morale
-2nd he starts chewing up the left side of ur line (while u chew up the AIs left side). Causing unreaslistic casualties and a circuling of the battle line clock wise. It also messes up the battles when comparing units in Hold because it chews up ur left side, and ur line ends up moving to the left leaving the center and right exposed and envelopped. Not only do u always loose, but when for some reason the AI's Captain is behind his troops ur units do an "unusually high butt kicking". The same thing can happen to u. :thumbsdown:

So, is there any way to NOT have the captain show up on the battles? OR do u guys keep the captain unit busy and away while u do the actual testing with a regular unit of urs and the AI's?

tips appreciated, thanks

Foot
09-18-2007, 20:44
The first unit in the unit selection screen always has the captain. Put him, for both you and the ai, a missile or really crap melee unit. Otherwise no.

Foot

NeoSpartan
09-18-2007, 20:54
The first unit in the unit selection screen always has the captain. Put him, for both you and the ai, a missile or really crap melee unit. Otherwise no.

Foot

hum..... that sounds like a good idea I'll that a try later today

THX FOOT!

mcantu
09-18-2007, 21:04
I'm pretty sure you can remove officers in the EDU...

Watchman
09-18-2007, 21:18
Only unit-specific ones. Captains and generals - ie. army commanders - aren't.