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  1. #1
    Member Member Roy1991's Avatar
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    Default Re: Hey, HA work so I'm happy

    Anyone else noticed this sort of bug?:
    Missile cavalry often rides till like 5 meter in front of the enemy when ordered to attack them. This causes a lot of casualties due to friendly fire, because they'll then be right in the line of fire of the missile cavalry that did stop as soon as the enemy was in range.

  2. #2
    Typing from the Saddle Senior Member Doug-Thompson's Avatar
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    Default Re: Hey, HA work so I'm happy

    Quote Originally Posted by Roy1991
    Anyone else noticed this sort of bug?:
    Missile cavalry often rides till like 5 meter in front of the enemy when ordered to attack them. This causes a lot of casualties due to friendly fire, because they'll then be right in the line of fire of the missile cavalry that did stop as soon as the enemy was in range.

    That was a problem in R:TW, too, assuming I understood the post correctly.

    No friendly fire casualties from arrows within your own unit, however deep.

    FF casualties from other units if you weren't careful.
    "In war, then, let your great object be victory, not lengthy campaigns."

  3. #3
    Member Member Brighdaasa's Avatar
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    Default Re: Hey, HA work so I'm happy

    on the other hand

    Quote Originally Posted by Epistolary Richard
    battle_config.xml
    A new file which exposes some new stuff – specifically the range at which skirmishers start to retreat from enemy units, how long you need to take the plaza for in siege battles and a new ratio of attackers to defenders in the plaza that’ll count the plaza as captured. As well as this the file controls how the game controls movement up ladders and towers and along corridors.

    config_ai_battle.xml
    This includes the ‘grand tactical analyser’ which is how the game tracks the distinct phases of each battle and when it will look to split or merge its formations and attempt to flank. It also includes the range at which melee units will look to engage (by infantry, missile, cavalry in both the open and in settlements, the time it will factor in to brace when consider adopting a bracing formation and a retreat analyser for the cavalry for them to know when they will retreat and charge again and how far back they will go. There’s also a heck of a lot of conditionals for how the AI responds in settlement and river crossing battles. Far too many for me to dig into now, but plenty to keep the community busy.
    looks we can mod the skirmish range ourselves once the patch and unpak tool come out, as well as other unit behaviour

  4. #4
    Member Member Roy1991's Avatar
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    Default Re: Hey, HA work so I'm happy

    Quote Originally Posted by Doug-Thompson
    That was a problem in R:TW, too, assuming I understood the post correctly.

    No friendly fire casualties from arrows within your own unit, however deep.

    FF casualties from other units if you weren't careful.

    Hm, I probably said it wrong :)

    Instead of stopping and firing as soon as the enemy is in range, missile cav sometimes doesn't stop until they're about 5 meter away from the enemy.
    Because they're then right in the line of fire of the missile cav that did correctly stop as soon as the enemy was in range, they'll suffer a lot of casualties from FF, and the enemy infantry usually is able to engage them in melee.


    Probably still isn't clear, lol.
    I'll post a screenshot if I encounter it again tomorrow.

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