This is one of the things that is really killing the game for me at the moment. The "realism" argument for the massive spacing is, to put it politely, a load of codswallop. Maybe the proponents of this theory arn't thinking of the same thing as I am, but when a perfectly formed unit charges into the enemy (if you can call it charging, I too am getting "lets stroll into the enemy line" syndrome with my units, and that is single-click attacking from quite a large distance away) and then stops mere feet away to space themselves about four to five meters apart so they can by butchered, I call that a bug. This happens all the time in sieges and less so in field battles. So massive street battles turn into complete fracas' as the attacking units are pushed together and the dreaded spacing takes over. So while the defending unit has a nice tight-knit group of spears defending, all of a sudden my units of Dismounted Knights gather up speed for a fearsome attack, and then they all stop, about 5-10 walk into combat and the rest all stand back making sure no-one invades their space. So now you have maybe 5 or more knights fighting a full unit of spearmen. Lovely.
I actually have taken to telling my units to march beyond the unit they are fighting to so that they walk into combat. And this doesn't always work as the foremost men try to push through the defenders and get hacked to pieces. This seriously needs to be addressed.
Another thing that's annoying me considerably at the moment is unit movement on walls. Tonight, for example, I deployed my archers on a segment of wall that looked likely to be attacked by a ladder. But the sneaky AI runs the ladder to another section of wall on the other side of the gatehouse when the battle begins. Fair enough, so I click on my unit a send them running to defend that part of the wall instead. Now, for whatever reason the unit breaks into a long chain of running men (obviously), BUT as soon as about 35% to 50% of the unit reach the target every man in the unit stops where he is. And even if you double click on the target position again, they'll run a little bit until the main chunk of the unit reforms itself onto the slightly-altered target and then stop again. And then, since maybe 50% of of the unit is strung out along a few lengths of curtain wal in groups of ones and twos they refuse to fire upon the incoming enemies. This isn't a usualy problem, but one of a myriad of 'quirks' that I'm experiencing with walls in sieges. On another occasion, because some of archers were stuck at the bottom of ladders (litteraly 4-5), while the rest was formed on the walls, the entire unit refused to open fire.
And one of my pets hates is that if your siege towers are interrupted in any way while they're being set against the walls they are rendered useless. This happened me at Caernarvon when the AI ran a unit out of the gates to intercept the men pushing my siege tower. They charged just when the tower was at the wall but the men had not yet climbed it. Obviously I ordered my men to engage the enemy that had attacked them before climbing the tower, but after they had dealt with them they refused to climb the tower (I tried telling them to attack units atop the walls, clicking to move them to the top of walls, telling them to 'pick up' the tower, but nothing worked). Another glitch is when you order more than one unit up a tower by telling two units to attack an enemy on top of the wall. They'll climb it alright, but if the enemy is destroyed before all the men have climbed the tower the units can 'freeze'; it becomes unresponsive (presumably because they target of their attack command no longer exists, meaning the remaining men at the foot of the tower or in the tower stop moving and the entire unit becomes locked up).
Since these problems are situationally-specific, they only occur at certain times and less so now since I have guessed most of the triggers and avoid causing them where possible, but it puts severe restrictions on how you use your units if you have to think "Oh, I don't want to tell them to do that just yet or they might lock up on me, I'll wait till the tower is completely clear".
And all of this before I even get to how cavalry chase down routing units! It's horrendous. Instead of them chasing off to slay the cowards on a madcap gallop (which was the general form of pursuing fleeing enemies at the time, rather than forming up and using the gradual, perfect charge), they seem to go everywhere BUT into the enemy. Instead they splay off in all directions, or run back and reform and then charge (by which time they have no chance of catching up before the enemy flees over a boundary), run parallel to the unit they're supposed to be butchering, or some other wonderfully abstract form of stupidity a lab full of chimps would be hard pressed to outdo. Some of these are bugs left over from RTW too, which makes it doubly puzzling as to how they managed to survive years of developing the same basic code.
...
Anyway, you'll have to excuse my rant. It probably comes across like I hate this game, but it's the complete opposite. I think the battles have the potential to be fantastic except there are certain kinks with the way units move and function. The campaign is superior in every way to Rome, except for a few things (assasins slightly weak, uber-powerful inquisitors spamming everywhere, the "factions relations: Abysmal" quirk whereby after getting into a war it becomes nearly impossible to get the AI to ceasefire even under the most generous ortheatening circumstances), but after playing for a few days the various glitches can really begin to destroy the experience. I understand most of the campaign bugs and the passive AI will be fixed in the first patch, but the lack of mention of this unit spacing bug has me slightly puzzled. M2:TW is, in my experience, the best Total War game to date. Yet some of the gameplay makes the game awkward and ponderous where it should be fluid and responsive.
P.S. And to think I registered here especially to make this post
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