Note: I'm just writing this as I read through the thread, so the paragraphs may seem disjointed.
They do. It can just take several large volleys, but I have had it happen in RTW 1.2 vanilla. It should be fairly easy to test, for those who haven't seen it - do a custom battle where you assault a city (w/ walls), give the enemies all archers, and take a few onangers for yourself. Keep everything but the onangers out of firing range of the defending archers, and they should use fire (they did in the battle like this that I played). In my battle, several of my onangers burst into flames and burnt down after a few volleys of flaming arrows.Originally Posted by kekvitirae
Also, I can confirm that in minimal UI (not sure if it is exclusive), the pause button, and a few others, appears to suffer from rapid key repetition - it toggles rapidly if the key is pressed for more than a few fractions of a second. In 1.1, and some cases in 1.2, the pause button is a single-depress toggle.
Another comment: I believe that some of the group attack 'issues' are really a certain feature asserting itself. In my experience, when a group is ordered to attack an enemy, it will attack the whole enemy group, with each individual unit generally attacking it's "counterpart" in the enemy formation. This is useful for large formation combat, as you don't want your whole group of legionaries attempting to attack the single enemy unit in the middle of their formation. Archers and other projectile units, on the other hand, are often used for concentrated fire, and this feature is not always desired. Perhaps some kind of toggle would be useful.
I have also experienced the problem with un-grouped units following grouped units orders. It is very annoying, but I can usually (temporarily) solve it by un-grouping and re-grouping everything. That doesn't help if I didn't notice immediately, though. As far as I can tell, it occurs randomly.
Also, I have the run/walk issues with pause. I'm not certain what the pattern is, but sometimes a unit ordered to run while paused will revert to a walk when the game is unpaused. Note: in my experience, this only occurs with grouped units. So it can be worked around by ordering individual units to run. Perhaps it is an artefact of the stay-in-formation feature?
From my observations, the reason for the "Pursuing cavalry sometimes just rides beside the target at walking pace" bug is that attacking units aim for the average/center of an enemy formation. If there are stragglers, as often happens when a unit is routing, the center of the routing unit will be a bit behind the main concentration of men, so the pursuing unit will have nothing to kill at its target. I imagine this kind of targeting was done to avoid computing each individual unit position in the attack AI, so I don't know how it can be avoided.
- nickersonm
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