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  1. #1
    EBII PM Member JMRC's Avatar
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    Default Re: Question, though perhaps for EBII

    That square solves some of the tough situations when the unit is controlled by the AI and it helps to keep the game interesting right up to the end:

    - if a defender unit routs, where does it head to? If it's an attacker, it runs to the edge of the battlemap, but doing the same for the defender units would make sieges easier.

    - somekind of last stand must be toughened by having all survivors joined within the same spot and fight to the very end, inflicting as many casualties to the attacker as possible.

    - if the survivors keep routing in that last stand spot, they will be killed like sheep and the last stand would have no effect. So the actual way is eliminate the rout as soon as they get into that square.

    - by having a time limit for the siege (with the AI as defender), you actually simulate the situation where an army was forced to win the siege before sundown.



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  2. #2
    Near East TW Mod Leader Member Cute Wolf's Avatar
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    Default Re: Question, though perhaps for EBII

    Quote Originally Posted by JMRC View Post
    That square solves some of the tough situations when the unit is controlled by the AI and it helps to keep the game interesting right up to the end:

    - if a defender unit routs, where does it head to? If it's an attacker, it runs to the edge of the battlemap, but doing the same for the defender units would make sieges easier.

    - somekind of last stand must be toughened by having all survivors joined within the same spot and fight to the very end, inflicting as many casualties to the attacker as possible.

    - if the survivors keep routing in that last stand spot, they will be killed like sheep and the last stand would have no effect. So the actual way is eliminate the rout as soon as they get into that square.

    - by having a time limit for the siege (with the AI as defender), you actually simulate the situation where an army was forced to win the siege before sundown.
    nice points
    Last edited by Cute Wolf; 07-19-2009 at 10:30.

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  3. #3
    Unoffical PBM recruiter person Member /Bean\'s Avatar
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    Default Re: Question, though perhaps for EBII

    Yes, we all agree about these points and the usefulness of the square. The point was that the square should be changed to a citadel or something similar, or at least include some other spots where the last stand takes place (so some settlements have a square, others a citadel and so on).

    I also said that last stands wouldn't happen every time an assault happened. I wanted a surrender option as well, which would be linked to the Med II prisoner options, allowing the surendees a chance to survive and walk away.
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  4. #4

    Default Re: Question, though perhaps for EBII

    Well whatever our wishes may be, they cannot be realized AFAIK since the engine for RTW is untouchable, right?
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  5. #5
    Arrogant Ashigaru Moderator Ludens's Avatar
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    Lightbulb Re: Question, though perhaps for EBII

    Quote Originally Posted by vartan View Post
    Well whatever our wishes may be, they cannot be realized AFAIK since the engine for RTW is untouchable, right?
    The engine of practically any game is untouchable. Only open-source software allows programmers to tinker with the working of the engine.
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  6. #6

    Default Re: Question, though perhaps for EBII

    Just call me up when you see an open-source RTS engine on par with RTW.
    EB Online Founder | Website
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    - Asia ton Barbaron (Armenian linguistics)
    - EB:NOM (Armenian linguistics/history)
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