to Darkhorn and Scurvy
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i can't believe you did this!
i haven't achieved this singular feat yet, but there's plenty of time, oh yes...
i hit 'windows' in the middle of a scrap last night and it caused the 3D accelerator to fail![]()
to Darkhorn and Scurvy
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i can't believe you did this!
i haven't achieved this singular feat yet, but there's plenty of time, oh yes...
i hit 'windows' in the middle of a scrap last night and it caused the 3D accelerator to fail![]()
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Ahaaaaaar
one day it will happen to do, its very easy mistake to make...![]()
i don't doubt it! i'll be sure to let you know so you can laugh at me.Originally Posted by Scurvy
wow. did not know that! cheers Ludens.It's caused by the so called Benny-Hill code, to prevent players from running light cavalry around the map until the timer runs out.
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Ahaaaaaar
surely the light cav would get tired before a whole 15 clicks or sowhen running, and i dont think many people would have the patience...but still its worth knowing![]()
Ahhh those exploiters cost me a battle. I didn't know this really. Thank you. I was just trying to reorganize my army or whatever but I kept getting undesired formation. Some of them were still engaged so I think that's the problem. I put them all in one group.It's caused by the so called Benny-Hill code, to prevent players from running light cavalry around the map until the timer runs out.
About the light-cavalry, they still can run around map when put in skirmish mode. Well I use skirmish method quite often especially if I have access to horse archers. They won't route at all unless they lose men. That makes Benny-Hill code useless, no?
IIRC the Benny-Hill code does not apply to missile units that have some arrows left, but I am not sure. Also, a skirmishing unit will get cornered unles the player intervenes.Originally Posted by Weebeast
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Actually it does. I found out the hard way when I had a bunch of HA facing a bunch of Nubians. My general just routed away. I've turned two generals into girlymen b/c of that code. I've since just avoided being HA heavy which is unfortunate.Originally Posted by Ludens
We are men of action...lies do not become us.
If you use the 'g' key instead of your mouse to group units you're a little safer. I never use route (my troops seem to manage that well enough on their own when push comes to shove), but withdraw is very useful, not just for replacing missile units, but for removing any unit that's ready to retire. In a long battle heavy units get tired soon (especially if you've taken them to the desert) and you can withdraw them and replace them with fresh troops, or if there's a lull you can send out depleted units (5 or 10 men or so left) and replace them with full ones. Use it to keep your army in peak condition. The AI's favorite use of it is to protect their one-man supergeneral units by withdrawing them the moment the battle begins.
Ajax
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"I do not yet know how chivalry will fare in these calamitous times of ours." --- Don Quixote
"I have no words, my voice is in my sword." --- Shakespeare
"I can picture in my mind a world without war, a world without hate. And I can picture us attacking that world, because they'd never expect it." --- Jack Handey
Oh dear. Well, at least it is good to know it, so your frustration was not in vainOriginally Posted by The Darkhorn
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Legorreto, it depends on how much damage you could have done to them and how easy it would have been to retake the province. In your particular case, withdrawing earlier might have been a better idea, but it is always hard to determine the correct moment for this. Your high valour AUM unit was almost certainly going to be jinette-fodder.
Last edited by Ludens; 01-17-2006 at 21:21.
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