Well it was a play on words to do with the 'artist' formerly known as Prince now known as symbol.
You were formerly known as emperor which is close to prince.
~:handball:
Printable View
Well it was a play on words to do with the 'artist' formerly known as Prince now known as symbol.
You were formerly known as emperor which is close to prince.
~:handball:
General's Speech: Ok men, when we get to the city, my spy network should have the gate open making it a cakewalk for us to rush in and take the walls and the main courtyard. An easy victory awaits!Quote:
Originally Posted by Celt Centurion
Army: Rowdy cheers.
*an hour later*
General: *proud* My men are almost at the walls, the gate should be opening just about .. now ... *nothing happens*
about ... 'now' ... *still nothing happens*
.... NOW *nada*
*tap tap on Generals shoulder*
General: Whaaaa,
Spy: Sssarry bhasss, I ssshouldn't creep up on you like that.
General: *aghast* Why aren't you in the city opening the gates ...
Spy: Sssarry bhasss, I fell asssleep, and when I woke up I was out on my asssss.
I am already Emperor Umeu's court jester ~:joker:Quote:
Originally Posted by King Henry V
~D Makes you think though.Quote:
Originally Posted by Hold Steady
What came first, the disease or the animal with the disease. Lets all go hang Darwin :hanged:
you are...YEAH he is,:crowngrin: and i'm not sharing him unless :idea2: look here's the :deal: you guys better be all :ears: cuz if you're no that would be very :stupid: and i would have to :whip: you :dizzy2:Quote:
Originally Posted by rebelscum
Brave sir Robin insteading of routing troops.Quote:
Originally Posted by eadingas
Yeah and they can all shout 'no I didn't' :knight:
There's a kind of fix to city gate problem , with a mod or somwthing. What it does is change the gate widts so less confusion around. Not sure which file to change though.
i dont really think the thread is about that anymore
Quote:
Originally Posted by rebelscum
This is TOOOOOOOOOOOOOOOOOOOO Funny!!!
I am still laughing my head off!
Celt Centurion
Quote:
Originally Posted by rebelscum
Something like that.
Celt Centurion
Quote:
Originally Posted by V'ger
Taking a city, I usually have my elephants just "stand it out" over in the corner of the battle map. They are just too unstable.
I do keep them close by though to defend the city. They make fast work of most any infantry except spearmen. I could not believe how fast they take down Egyptian Desert Axemen.
I mentioned this before, although not everybody agrees with me: Have patience and let the enemy come out to you. Yes, it takes longer, but it's easier to destroy an army on an open field than on a city wall. After waiting until "time to fight or surrender", they are usually down to about 45% strength, which can also lower YOUR casualties.
Sometimes, when there has been a revolt, I find myself thrown out on my butt, and half of the enemie's "instant army" decides to "stand guard" outside of the walls. I send my spy back in, sometimes 2 or 3 of them, and then have the army lay siege again. Almost every time, the army the enemy had sent out to stand guard attack my besieging army. I accept their challenge, and the board comes up showing my army vs the one challenging me, reinforced by the ones in the city. That is two separate armies, each about half the size of my own, on two sides of the field. Usually, I am able to totally destroy one, and then the other one. If I am able to rout the first army, then totally destroy the reinforcing army, the city is mine again, usually taking no more than two turns.
I find it disappointing when the enemie's reinforcements DO NOT show up. As I said, it's much easier to fight them on the field than to find my way into some of those town squares.
Last night, a city revolted, their full stack Brutii "instant army" immediately attacked mine, reinforced by two units from inside the city as reinforcements. I won that battle, and the city was mine again, in one change of the turn!
I still have a lot to learn about this, but at this point in the campaign I'm presently on, I have 42 cities, have won about 1100 battles, and lost about 20. About half of the defeats were naval battles, and we know that we have no control over those. The others were mostly "sacrifices" to whittle the enemy down somewhere. I knew starting the battle that I couldn't win it, but also knew that I could cut the enemy down to size in the process. So, although it showed as a "defeat", it was still a victory in my plan.
Strength and Honor
Celt Centurion
After reading this, I was wondering, if you haven't got enough of a population to
raise units from, how is there enough to rise up against you?
This must be what the Americans call insurgents! :duel:
Yup, I realize that. Eheh.. The thing is I reply base on the first page of the thread... Then only I realize now it's become kinda Mr Bean thread (or Mind Your Language)...Quote:
Originally Posted by The Stranger
Eheh..
Cheers..
I've had enough of this wowdy webel sniggewing behaviour! :stupid:
yeah fosho...courtjester dis him till he cries for his doggy.
Quote:
Originally Posted by rebelscum
Rebelscum sounds so insulting. May I please call you Reb?
Some towns don't have enough population, while others the population multiplies faster than I want it to. I can put nine units into the que with a population of 30,000, and before they are all trained, there is a revolt. Good thing about revolts is "cutting the population down to size" after taking it back.
Such cruelty is regrettable, but rebellion must have it's price.
One thing I am going to try is moving units out, and backfilling them with peasants. I tell you, it's hard to keep them happy in there!
Strength and Honor
Celt Centurion
Well, that´s the magic of percentage growth. If you´ve got two cities with a growth of 5%, and one has 10,000 inhabitants whereas the other only has 1,000, the first one will pop out 500 new citizens per turn (even more, because the 500 new ones also grow at 5%, so in the second turn you´ll get 525 new citizens and so on), the latter will only get 50.
But it still doesn't explain the miracle rebel army that appears when your city revolts.
Yeah, where exactly did that rebel army of fully-trained triarii come from? And why weren't they fighting for me when I held the city? ~:eek:
10 reasons for miracle appearance of fully trained triarii in city when it rebels
1. Triarii on a day trip from Rome, got drunk and started a fight.
2. They were hiding out for two years in the sewers since the last battle, surviving on rats.
3. Rebel General swapped them for 4000 peasants with neighbouring city.
4. Alchemy.
5. Please send me 160 Triarii uniforms 'size peasant' by first class post.
6. Trail of the first parachutes.
7. By the power of Greyskull!
8. Cardboard cutouts.
9. Free Triarii with every box of choco-flakes.
10. Poetic licence.
Yeah,Quote:
Originally Posted by rebelscum
When they revolt, I have learned to exterminate them. EVERY TIME!
It's a real pain in the rear end "re-taking" the same city over and over.
Why can't those people in there behave themselves?
What I would like to see built into the game;
When you see on the campaign map that "peasants are revolting",
be able to go in and view it on "Battle Map", and then go find the miscreants, and excercise "Confrontation Management." Take the ringleaders, and send them to the salt mines. Maybe, take all of the rioters and send them to the salt mines.
Halfway decent idea?
Strength and Honor
Celt Centurion
Triarii I can accept.Quote:
Originally Posted by gardibolt
9xp peasants I can't. These guys scare me.
pahahhahaha they are worthless....they have 12 attack and 11 defence usually no big deal for a medium experienced army
Yes I think interactive punishment of rebels would be great. Damn, what am I saying! ~DQuote:
Originally Posted by Celt Centurion
Has anyone actually got some trained peasants?
How high can you get them, it would be great to have some super hard 240 strong band of 'thugs'. I would send em in first.
Enemy General: Ho ho, this commander has no idea, he sends peasants in first. My elite heavy infantry shall turn them into mush.
Peasants storm into heavy infantry and crush them in seconds, then head straight for the General.
Enemy General: :scared:
241 *you forgot your general loosers*
Arrgh, I just got beaten up in Spain by 9x peasants, some of them were triple siver gold shield thugs. It was my own fault.
I had sieged and occupied Osca (the grouch city), realised that the city was red and ready to rebel. So instead of trying to keep it, I decided to torch the place and move my troops out. The senate, being the interfering buggers they are, sent me on a mission to take another Spanish town, so I moved the troops to a boat to sail round to capture it. As soon as my troops were on the boat, after the next two turns, rebellion happened obviously, and the 9x peasants appeared, and started to move north. Then the senate changed their minds about me taking the previous town and told me that they wouldn't put up with rebels and I should go back and take the rebel town. I the cowering senate loving dog that I am, got off the ship and went to take the town back. Meanwhile the peasants jumped on a small group of re-enforcements trying to hold the pass. The ragtag band of mixed units with no general were pretty much swamped by the peasants even with my superb tactical defence. My 200 stong equite cavalry were completely squished.
Now I know what Custers last stand must have felt like.
I think that when peasants reach a certain level of training they should be transformed into the next highest unit type. i.e peasants -> war band
This would stop it seeming a bit stupid that highly trained elite peasants suddenly appear and beat the crap out of you. I mean all it would take in real life would be a few hundred cow hides and a stick to tie their dagger to, ergo speamen. :weirdthread:
Yup, max exp peasants can be a real pain in the butt. I'm embarrassed to admit it, but I've had them take out moderately well equipped half stack armies a couple of times. OOh the shame! But I guess thats the risk you take if you let a city with no army buildings revolt. I now always make sure that any city I govern has the ability to recruit moderate soldiers at least. I'd rather face decent crap than uber peasants.
Damn those revolting peasants. :furious3:
butt.....ahahahhahhahahaha...butt......aaahhahahahahahahaha no it isnt it is a huge experience gain for you...i slaughtered an army of 4000 powerpeasants and it was awesome...you saw a whole line of dead peasants with now and then a red cape of a legionare....
Yipee, got my new (ish) PC yesterday and the first thing I did was install total war. It now kicks ass as I have no lag and the graphics card means I can play it in full res with all the nice bits. I actually got my m8s 3 month old PC as he just bought bits for a new one costing about 3k. Oh and a nice new 19" 4ms TFT monitor. Life is bliss.
I then got into a massive 2 vs 1 battle vs a rebel held city. I expected the AI to bodge it but they actually did quite a good job.
I got to the middle just before they did.
So maybe the 1.2 patch isn't so bad.
I might actually consider buying the expansion. What do you think, should I?
wait for the patch first
Hey, now I've got my new PC, I was thinking of installing a mod, which one should I put on? I like realism more than graphics, but I would like a bit of a grapics improvement. I also want it to be extreemly hard as I find the plain verison too easy.
i've added bugfix 1.64 and now i'm going to add,
Mundus Magnus, v.2.0
:duel:
Ok don't add bugfix and that mod. Just the mod will do. Yeah I like the large map. Pity the AI general I helped out charged and died. Why the hell do they still do that!!!
Roman General Speech: There stand the Cartheginians a proud and noble people. However they are no match for the might of Roman arms!
My years of experience shall see us through this men.
*cheers and clashing of pilum on sheild*
(The battle begins)
General: There are the enemy men, get them!! Cheeeearge!
Peasant 1: Where he hell is he going?, I'm stuffed if I'm running to keep up!
Peasant 2: I think he's just showing off, he'll be back in a minute to order us around.
Generals unit in full armoured cavalry charge!! *Taran Taraaa*
Peasant 1: He's not going for the elephants!
Peasant 2: He ****** is.
Peasant 1: I can't watch *shades eyes*
Peasant 2: Oooooch, that made a splat.
Peasant 1: He Dead?
Peasant 2: As the proverbial Dodo, lets piss off now before the elephants see us.
Mundus Magnus is pretty cool, but I´d take Darth 5.8, that´s MM with Darth´s formations and loads of new cool units (the roman skins, however, don´t look as good as in the stock game, but that´s no problem and can easily be mended).
Thanks, I'm gonna try it now. BTW, the simple fix for the Roman skins is? ~D
:book: According to the readme it fixes AI generals charge. Oh goody.
The first thing I noticed about MM was the walls round the Gauls cities at start of play (playing SPQR), good idea'ish. Storming them wiped out most of my initial army, but a direct assault was the only way. Boiling oil isn't nice (see earlier posts), however now I have a nice protected city to begin with, Patavium and the Rebel held town. I was only a few turns into it so I don't mind starting again if the fixes/mods rock. ~:cheers: Ciaran
BTW, BI release is on my birthday 27/9, so I sort of have to get it.
More on MM ref: City walls. In MM the wall climbing/seige towers, getting down seems to have been semi-fixed, in the small town walls anyways. I did get one unit a little stuck but I just clicked to move it back outside the walls and it did it quite speedily instead of acting dumb Getting up is a breeze I double clicked on the unit I wanted to attack as before and the unit went up the nearest tower. This worked before but I feel it was slightly less hesitant to get up the tower.
See how it sort of comes back round to the original post topic after 100 some posts ~D
If anyones wondering, the reason I never put mods on before is that I had a 5 year old PC, it was a dual athlon 1800 with a ti4600 v/c, but it was gettin so crusty and the vanilla game crashed regularly even with 1.2 patch. (yes I had the latest v/c drivers, see how I'm cutting down on posts )
RTR 6.0 is good, though I guess we are all awaiting EB.
I'm well pleased with Darth mod 5.8, I actually had my first battle with the Romans where my missile cav didn't get to just stand there and shoot the Generals unit to bits. The AI is much improved. Playing Carthage for a change as they seem to have a strong starting pos. My navy just sunk theirs carrying 2000 troops. What fun.
I also like the Roman eagle touch.
:mellow:
I'm sure I'll find something to moan about. Also the Roman skins aren't all that bad. At least they aren't luminous pink, I was a bit worried.
Hmm, I'm busting up the Romans a bit too easily in Dathmod, they dont seem to be building enough ships, I've got them completely blockaded and have drowned about 10k of their troops. Are there mods with better naval AI?
I think, before this topic slips into the ancient threads, I shoudl put in my two denarii.
Myself and my brother played this game for a long time, awed and amazed by many things. There were those things which were annoying as well. The City Gates were irrevocably the highest on the list. The whole city would be the prime spot but the gates, being the focal point of the citys defenses, were the true abrasive.
I recall one time when I had a set of 3 units of hoplites which were attempting to keep the romans from entering their city walls through the gates. At one point I had a unit of skirmishers sent out to harrass the Romans as they approached and then decided that I would later retreat them into the city before they came too close to close the gates. Easy? Well of course not! Hahaha. They would do their wonderful "Single-File-Exit" and "Meander-about-scratching-themselves" along with only 5 of them throwing any kind of weapon towards the enemy. I was satisfied with having this annoyance go slightly unnoticed and decided that any kind strategy wasn't about to be allowed until the walls were breached. So I clicked to have the skirmishers return behind the walls. ... so they walk... Soon, the Romans decided that my skirmishers were in some way mentally retarded and charged at them. Frantically I was clickclickcliclicklicklicklickliclkick "GET BACK BEHIND THE WALLS!"clickclickclick. To no avail. The Romans caught my handicapped skirmishers in the gates (they had yet to move 10 feet) and the city was lost.
These examples are found in abundance in about any time you try to move a unit of soldiers through any portion or terrain which dictates that the unit must "Individualize". It's this system that hinders the ability to really move the units about the city and through walls and gates with and form of fluidity or pleasure at troop movements.
In the end, troop movements are an annoyance because of the lack of the engine's ability to "flow" the soldiers over terrain and obsticals therein.
Yeah skirmishers are the worst offenders. You cannot get skirmishers through gates/holes in skirmish mode when defenders still remain. I only once saw skirmishers retreat out the hole they entered in time, and that was only due to the fact the chasing unit was hoplites in formation.
The problem is, you sort of have to get skirmishers in unless you have tons of heavy infantry to throw in. Slingers, once in, can harrass slow moving troops around the city giving you time to get the rest of your units in. No point tryng to get cav through when hoplites block every entrance.
The worst situation is to be seiging when the defenders have good archers (foresters, pharaohs). You have to attract their attention, and the most cost effective way is to send skirmishers in ; in loose formation. Otherwise they will takeout the battering rams and decimate your infantry.
Installed RTR and I'm glad I did. Darthmod was cool but lacked something, I don't know what. I think realism has gone the whole hog as far as making the game into something it should be. Good on you guys.
Anyway enough on mods before some well meaning 'mod'-erator moves it.
BTW I got a funny gate story this time with a fort playing with darthmod (don't think it had anything to do with the mod).
I seiged the fort which had a unit of principles and generals cav. I surrounded it with archers and shot the **** out of them. I then battered down the fence with elephants. Meanwhile there one unit of slinger re-enforcements came towards the fort. My cav got them, however when I reached the centre there was a continue button so I clicked it. I realised one of the slingers had got as far as a side gate and was stuck there, still running. I tried to get him with archers but I couldn't hit him, I got the invisible arrow bug where it seems like its firing and makes the sound but no arrow animation. I tried fire arrows but still no arrows. So in the end I had to wheel a battering ram round and batter the gate down, and then the lone slinger ran into the fort straight into the waiting arms of sacred band spearmen.
Poor sod.
~D
I just ordered BI with its GRAAL knight and priests. Please god let the RTR modders get on to it asap.
Yesterday I had a funny bridge battle. I was besieging Vienna (DarthMod 5.8), and my army (Carthagian, by the way) was positioned on the bridge. The romans, usually cowards when it comes to field battles, attacked with a relief "army" of two Principes units - against four Sacred Band, two Scutarii and medium spears each, three Balearic slingers and two armoured archers. Add a general, and the army´s complete.
Of course, the forces in the city sallied forth to support their suicidal comrades. Not that they could have stood a chance, as they had to cross the bridge, but that´s beside the point. Now, the two Principes attacked, or rather tried to. As a matter of fact, they routed before they even reached my end of the bridge. Why routing units try to flee right through my lines is something of a riddle to me, but then again, if I kill them today I don´t have to face them tomorrow and if they decide to conveniently let themselves skewer on my pikes, who am I to protest?
It took quite a while, but finally the reinforcements frm the city arrived, entered the bridge and...stopped. In the middle of the bridge. Not going anywhere. My ranged units were depleted, so they didn´t kill all that many of the second force and I wasn´t so stupid as to send my units onto the bridge. So, I just turned the timer to maximum speed and waited for the battle to end. :dizzy2:
I've noticed that in BI, when you have a bridge battle with re-enforcements, that they come from the rear of the opposing army. Usually the enemy start to attack across the bridge and then when your re-enforcements appear they split their forces. When this happens I charge my initial units and crush the initial attack and slam into the rear of the turned troops. The quicker you can make your two armies meet the better.
I don't know if the gate and bridge problems have been fixed as I haven't taken a walled city yet, being on the backfoot at the start of the game.
The armies enter the battlefield corresponding to their position on the campaign map. If you surrounded an army on the bridge, then reinforcements would come from behind the enemy.
So they did in plain Rome - which is very useful or outright deadly, depending on who´s the one that gets the reinforcements in the opponent´s back, you or the AI.
Or are you saying, Rebelscum, that in BI reinforcements always appear in the back of the enemy, regardless of their position on the campaignmap?
Aha, thats for me to know and you to find out.Quote:
Originally Posted by Ciaran
~D Actually come to think of it, both times I brought troops out of other cities to attack. So they did approach from behind, I think.
But lets say you approach from thr left or right, what side of the river is that.
The obvious answer would bethe side of the river they are on on the battlemap, but that is perhaps not to great to say without having tested it. But I do believe that is how it goes.Quote:
Originally Posted by rebelscum
Gates are fixed to some extent, at least regarding spies. We all remember how we hated that the spy didn't do much for us in stonewalled cities, and that the spy was downright deadly to the AI when it attacked.
Not so anymore. Not only is the oil killed by the spy now, the AI actually goes for something else than the gate itself. That can be a nasty shock.
:bow:
That's good to hear, although I wonder how the spy knocked out the oil.
If I had a city I would make sure I had spy proof gates. If the pathfinding through gates is fixed I'm more than happy.
Whether a spy knocks out the oil should be based on competency or other such traits, right?
Your guess is as good as mine, I will have to try different spys to see if the percentage chance to open the gate is based on the spy's competancy.
Well, think about it this way. The spy can beat open those huge gates (think Epic Walls here), yet he can't figure out how to put out the fire underneath the oil and spill it. The spy is a spy, but in each city he recruits people who are willing to help his cause (an oft used way of winning over cities in antiquity), they are the ones that open the gates and kill the oil.Quote:
Originally Posted by Garvanko
It is more believeable to me when the oil is out than if it is not.
Ah, a spy network, the plot thickens. Sounds plausable enough.
Well BI still hasn't fixed the problem with units getting confused around walls. Last night I sieged a large city. Part of the left hand wall (left generals view) had crumbled and had fallen inside the city. The unit I sent to capture the gate (goth swordsmen) got stuck leaving the gate tower and started milling around the building closest to the door when a rebel spear unit came around the corner. I clicked to attack it. However I got no response from the unit except to mill around the fallen rocks. I even tried to line them up in front of the rocks but they ignored me.
The spear unit routed them pretty much straight away.
I really don't know why this still happens.
Another thing, in BI seige towers tend to get destroyed much more easily than before. Now I have to place the siege tower a few walls down from the gatehouse.
This is one of the best threads I've ever seen lol!
I've added BUG-Fixer thanks player1 for your efforts. I hope CA are on to the engine fixes required.
Here's my 2 Denarii worth too :)
Wooden Gates and barbarians behind them are tough!!!
I had a problem the other day early in a Brutii campaign ( using 1.3 rtw) trying to take Patavium. I had a basic army with no character general trying to storm their Gaul gates and after 10 mins of firing from velites and balista, after destroying gate, and putting another hole in the wall to flank them, they were relatively unscathed...
There were three units of Gaul infantry and a general's unit sitting around behind the wall and my 12 unit army got owned lol.
And this is why...
Even at the gates , destroyed and open, Velites are not very good at inflicting casualties through a wooden wall gate, with the war band sitting riiiight there!. Or behind the walls / left or right of gate... This is very funny, because taking the great walls of Macedon they are very effective at taking out hoplites etc along the top of the wall...'?'!
Anyway my skirmishers ran out of ammo so I went and engaged in hand to hand, supported by cavalry and hastati, as the gauls wouldn't budge (rightly so too), with a warband and swordsmen, and the general running around town sight seeing until his glorious moment ... at the gate. I took many casualties. You know it was kind of like, 'Geez ... I want to hurry this up I outnumber them... I'll just rush 'em ' sort of thing...
The swordsmen seemed impervious, especially after the Gaul General gave my troops a good kicking. I routed left, right and centre. Also due to the swordsmen having decided after they had been covering the other hole in the wall and very tired of playing catch with balistae bolts they'd come back and scare the skirmishers and hastati a bit more.
My troops rallied, as they do when they can't see the swords etc at a distance... went into the fray again, as the Gauls were cut up a bit, and thought I'd out flank them again and... lost my basic army :O
Anyway, I was quite shocked that the AI kicked my arse so hard with so few units. And I felt it was because taking 'Wooden Wall' gates is actually more difficult than large walls with regard to missile fire from basic troops.
I'm beginning to think that missile troops can fire when normally they can't if spotted by another unit? No parapets (I think their called?) along wooden walls. But I haven't seen much mention of this around the forums.
And yeah, I lurrrvvv how troops walk through gates and not run/charge at a certain point at gate. Hilarious and yet frustrating...
Great thread by the way :) ~:cheers:
A couple of firsts today. I was besieged by the franks the horse numbered well over 4k troops, they completely surrounded me. They built one seige tower a ram and two saps. As usual the seige tower and the ram approached, however with BI both the seige tower and the ram are torchwood and went up in flames before they reached the walls. The franks then sent the spear unit that was pushing the ram 'all' the way around the walls to the saps at the second gate, I was frantically shooting at the closest sap but it wouldnt ignite, however they marched straight past it and were shot to death by the gate towers before they got to the next. The franks then left the field of battle. I'm sure they had units that could sap left and they had more than enough units to have crushed me if they had sapped the walls, can frank horde spears sap? In the next few turns I had enough units to trounce them in the open and their leaders were sent scurrying back into WRE territory.
The huns besieged a city where all I had was one goth raider unit, a warlord and some slave spearmen, I thought I'd had it until I saw their stack, 9 herdmen units and one spear unit consisting of 60 men (lol). They built one seige tower and proceeded to attack with obvious results. Why did they bother!
Next the ERE sieged a city, I thought I was safe during deployment until I realized the gates were spy breached. I frantically stopped the rush from them with my warlord and some swordsmen until I got more swords down.
It was a close battle for the gate but I held it. They had a couple of units of heavy infantry who I thought would cause me some problems, but they just sat in the rear doing nothing. They also sent a spear unit to a sap just next to the gate even though the gates were open. They didn't have enough units to complete the sap and when they emerged they were destroyed.
If they had sent all their units in with the rush they might have got me.
So three completely unsuccessful attempts to take my cities by the AI. Whilst I easily took a city filled to the brim by WRE peasants getting all three towers to the walls and mashing them up with my silver shield swordsmen.
The conclusion to all this is that the AI has no idea how to take a walled city unless it has vast amounts of units and a spy can open the gates.
:duel:
I'm now playing MTW2 :)
Hello Rebelscum,
It's good to hear from you again. I always did enjoy your funny way of telling a story.
Yup, I avoid sending in an army through breeches or a gate. If there's time, I always prefer about a dozen or so siege towers, sometimes more.
As for defending, try this. When I am up to it (sufficient troops combining missile, infantry and cavalry), it never has failed me.
Archers on the walls,
cavalry "grouped", half at the left gate and half at the right.
That will usually make your ungrouped infantry unit cards look something like this. (keep them ungrouped)
I-1 I-3 I-5 I-7
I-2 I-4 I-6 I-8
Choose gate, be it side if you want to march them around, or front if you want to hold them at the gate or march them out under arrow cover.
_________________________ __________________
_________________________gate__________________
I-1 I-2 I-3 I-4 I-5 and so forth. Leave a unit size of space between each unit.
First gallop your cavalry out, but not far, just a distance of what would look like a couple of hundred yards straight outside the gate. They will form there while your archers shoot arrows and you send out your skirmishers. Then, when your cavalry is outside the walls and forming up, you can easily move your infantry into position.
When you want to march them out, send them one at a time, in order of lineup, to a designated location. Simply take top left, bottom left, top second, bottom second and so forth. Allow about 10 seconds between commanding each unit to march. Once they are all in motion, they will actually resemble a snake moving along the inside perimeter of your walls and out to the field. If you watch where you send each to, they may even march to the checkerboard Acer Triplex formation. Once they are out of the walls, and if you did it at the left or right gate, they can already be in formation and unmolested. Then go ahead and group them if you wish, and march them on around the walls. If however, you send them straight out the front gate, they may be heavily engaged before you are ready, but on the positive, your archers and slingers will have good hunting.
It took me two years to figure out how to solve that simple problem, but had it mastered within 2 battles. They all move out in an orderly manner, without tripping over each other, and into some workable formation. If the enemy wisely avoids the archers, you can still march them out behind the infantry and put them to work that way.
Strength and Honor
Celt Centurion
Greetings Folks,
The diagram on the screen does not quite match the one I created on the screen.
The main thing I was trying to get across which didn't seem to go on right is this.
Put I-1 right at the gate. Then leave the space that one unit would occupy, and put I-2 there. Same with all the others. It may be parallel to the wall. It may wrap around a street corner and toward the town square. What's important is they are arranged in order of their position to the gate, and can all be marching without tripping over one another.
Strength and Honor
Celt Centurion
Oh,that´s good, do you have anything to share on that one yet? Like your Diary of a Diplomat :2thumbsup:Quote:
Originally Posted by rebelscum
Well I was thinking of another skit called, "The Idle Inquisitor".
Just thinking up some plotlines and trying to find time from my programming job :(
"The idle Inquisitor", now that sounds promising :2thumbsup:
Sorry haven't got round to it yet, I tried adding it to my project tasks at work but my boss caught on.:oops: