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Thread: Romans lack their double punch.

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  1. #1
    Hail Caesar! Member Nerouin's Avatar
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    Default Re: Romans lack their double punch.

    The Romans were not meant to be played in the demo. They were only added by a mod.

    The AI for the Roman units is most likely not done or finalized yet.

    Remember that a demo usually looks at least 25% different from the actual game.
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  2. #2
    Resident Spammer Member son of spam's Avatar
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    Default Re: Romans lack their double punch.

    Quote Originally Posted by Nerouin
    The Romans were not meant to be played in the demo. They were only added by a mod.
    What faction do you play in the tutorial then?

  3. #3
    Hail Caesar! Member Nerouin's Avatar
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    Default Re: Romans lack their double punch.

    You are correct on that count- whoops.

    I was never given the option to throw Pila, as far as I remember- or perhaps I just ordered them to attack forthright.
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    Member Member TexRoadkill's Avatar
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    Default Re: Romans lack their double punch.

    The Legionaires are NOT set to Fire at Will by default. If you turn that on they will throw all their javelins at anyone in range until they run out. Then tell them to charge.

  5. #5
    Senior Member Senior Member econ21's Avatar
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    Default Re: Romans lack their double punch.

    Apologies for bumping up this old thread, but I just got the full game and this lack of a Roman double punch is really bugging me. You tell them to attack some Gauls, they stretch their arms back as the Gauls hurtle towards them at an incredible speed and are just about to release the pila when the Gauls crash into them with their charge bonus. The Romans lose both the pila and the charge bonus. I suspect the problem is the excessive running speeds, but it seems like very sloppy programming - the Romans should be able to get off a javelin at a charging enemy and then counter-charge.

    EDIT: I know you can alt-right click to make them use their swords and so get the charge bonus, but it is still annoying to lose the pila volley.
    Last edited by econ21; 10-02-2004 at 16:14.

  6. #6
    Resident Spammer Member son of spam's Avatar
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    Default Re: Romans lack their double punch.

    Quote Originally Posted by Simon Appleton
    Apologies for bumping up this old thread, but I just got the full game and this lack of a Roman double punch is really bugging me. You tell them to attack some Gauls, they stretch their arms back as the Gauls hurtle towards them at an incredible speed and are just about to release the pila when the Gauls crash into them with their charge bonus. The Romans lose both the pila and the charge bonus. I suspect the problem is the excessive running speeds, but it seems like very sloppy programming - the Romans should be able to get off a javelin at a charging enemy and then counter-charge.
    Yeah, it really bugs me having to solve the problem by using Hastatii like super strong velites. I always have to put my pila throwing dudes behind the guys I want to receive the charge. Kinda annoying, and certainly not really that realistic.

    Plus my frontline of hastatii that recieves the charge never gets to use their pila.

  7. #7
    Senior Member Senior Member Dorkus's Avatar
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    Default Re: Romans lack their double punch.

    The pm units are noticeably quicker with the pila. You can often get them in even before a cav charge.

    early legionary, legionary, praetorian, and urban.

    for balance reasons, I think it's best that hast/princ take some time to throw their pila. THey're too powerful otherwise.

  8. #8

    Default Re: Romans lack their double punch.

    i discovered on my own that if you put them on guard mode and skirmish mode, they will throw their pila, then charge. i was feeling pretty good then i noticed that they had put that info up at the .com
    indeed

  9. #9
    Member Member Murmandamus's Avatar
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    Default Re: Romans lack their double punch.

    I haven't had this problem but I do it differently. I suppose from STW I'm in the habit of having an artillery duel first, then hand to hand. When attacking, I march my units up so they are just in range and set them to fire at will. Once all missiles are used up, I move in to finish them off. When defending, I set them on guard mode and fire at will. They have no problems getting off at least 1 round before the enemy hits but the enemy rarely hits so fast that I can't use the majority of my pila up before the hand to hand begins.

    The added bonus is that while they are firing their pila, arrows etc, I can move my flanking units into position or encircle the enemy with cavalry without having to worry about how they are going. It also massively cuts down on the friendly fire.

    Make sure you use all your missiles first otherwise you aren't getting all you can out of your units. That means you have to attack in 2 stages like above.

    The problem however seems to be that they only ready pila in order to fire when the enemy gets within range. It would be better IMO if when you set them to fire at will, they get their pila ready no matter where the enemy is. Then they can fire the first round as soon as the enemy is within range.
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  10. #10
    karoshi Senior Member solypsist's Avatar
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    Default Re: Romans lack their double punch.

    I don't have any problems with slow-thrown pilas. But then I click twice (the same way you would to make a unit run) and my guys respond pretty quickly, firing then charging at a run.

    I've done the single-click attack and yeah it takes forever for them to heave their pilas, and then they don't charge as much as advance deliberately (swords out and shields up front).

  11. #11

    Default Re: Romans lack their double punch.

    They carry two pila, but single-clicking attack leads to the 1-pila, very slow transition to a charge.

    This is either a bug or they are purposely saving the 2nd pila in case they are ordered to attack another unit later in the battle and want to hit them with a pila too.

    I too am annoyed at how slow these units are to respond to orders unless you double-click. If an enemy unit charges, your unit should stop using the jav when the nme gets so close your unit won't have enough time to get their own charge going.
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