Everytime I'm pursuing routing enemies with any cavalry, they stop like 10-20meters before the routing enemy? Why don't they work? Why can't they just run through them and kill them all?
EDIT: Watch the language ~sapi
Everytime I'm pursuing routing enemies with any cavalry, they stop like 10-20meters before the routing enemy? Why don't they work? Why can't they just run through them and kill them all?
EDIT: Watch the language ~sapi
Last edited by sapi; 04-01-2007 at 02:27.
Just a bug...
The cav just try to reform before attacking thus leaving the routers get further away....
Normally, it was adressed in patch 1.1 or so I heard and should be less of a problem...
Philippe 1er de Francein King of the Franks
wat i did is to manually control the horses.
Run ur horses very close to the routing unit or almost touching the rounting units or most of the rounting unit is among ur horse unit, then right click the rounting unit. This will ensure lots of captures.
Some times the horses chase after routing units perfectly. But sometimes they just need some help.
They stop is because they are regrouping or finishing a charge.
Khaos is right on. You really have to micromanage your router chasers and tell them to run on top of the unit they are pursuing, then tell them to attack. They'll pursue correctly.
Since by the time guys start routing en mass the battle should be over, I guess the micromanagement is all you have to do by that point so it's not that annoying.
Yes it is annoying, highly annoying. Sometimes I'll send a cav unit after a group or two of routers to kill them/keep them running, while still fighting a pitched battle. I don't have time to keep an eye on that and still worry about the larger circus I am orchestrating. Besides, this wasn't a problem in RTW/BI, chasing units were incredibly effective at following/mopping up their targets, so I don't see how it got broken in M2TW. For the record the 1.1 patch plus Carl's Problemfixer do not eliminate this issue, but they do help alleviate it somewhat.
Basically you can improve the behavior slightly by modifying the distance formations are checked each time and reducing it.
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Can't remember exactly, but isn't this on the v1.2 fixlist?
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