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June 12th, 2008, 02:00 AM
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Private
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Join Date: Mar 2008
Location: Russian Federation. Krasnoyarsk city
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Random move armies and casting sequence
As for me - random sequences and move order aren't doing this bright game better(
May be adding ANY logical reason (movement speed,magical paths,orders...host of variants) will add new strategic level.
Am I right?
And why this two BIG and important parts of game are based on random order?!
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June 12th, 2008, 02:11 AM
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Lieutenant Colonel
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Join Date: Nov 2005
Location: Lund, Sweden
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Re: Random move armies and casting sequence
To put it simple, you are wrong.
Move orders are based on several things. If you look in the manual (p71-72 long list) you will see that, for example, moving to a friendly provinces goes first.
Casting order is top to bottom in the unit view when you press 't' or 'y'.
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June 12th, 2008, 02:42 AM
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Private
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Re: Random move armies and casting sequence
Thanks about manual. I've missed this thing. ok. will revise it)))
But this casting order is unchangeable!!!
And there is only one reason - some unit id!!!
When I plan the communion - it's deadly for some variants. and for order of spells and moving. I think that there is something wrong with ID's like reason for casting order.
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June 12th, 2008, 02:44 AM
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Major General
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Re: Random move armies and casting sequence
It would be interesting if the initiative system were more flexible and random. Not likely to happen in a patch, though.
-Max
__________________
Bauchelain - "Qwik Ben iz uzin wallhax! HAX!"
Quick Ben - "lol pwned"
["Memories of Ice", by Steven Erikson. Retranslated into l33t.]
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June 12th, 2008, 09:32 AM
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National Security Advisor
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Re: Random move armies and casting sequence
Clarification on casting order:
1) Casting order in battle is based on unique ID (UID), which is separate from monster ID (MID) such as 862 Vampire Queen
2) Casting order for ritual magic is random.
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June 12th, 2008, 09:40 AM
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Lieutenant Colonel
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Re: Random move armies and casting sequence
I guess veto wanted to say that when action order is determined by some ID (which nothing at all in the game mechanics should me dependent by, IMO), it is much worse and inflexible than if it was determined by player. ID-based order will be perfect in this case as defalt one for those who don't like all that micro.
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June 12th, 2008, 12:58 PM
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Major General
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Re: Random move armies and casting sequence
I think it's supposed to be conceptually a random order. The fact that we worked out that the "randomness" is actually just the unit ID just shows why you can never trust a pseudorandom number generator.
This is basically what Dominions does, IMHO.
-Max
__________________
Bauchelain - "Qwik Ben iz uzin wallhax! HAX!"
Quick Ben - "lol pwned"
["Memories of Ice", by Steven Erikson. Retranslated into l33t.]
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June 12th, 2008, 05:02 PM
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Private
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Join Date: Mar 2008
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Re: Random move armies and casting sequence
Thanks ano for explanation of my position) my english not as good? really(
Really, it can make this game even more strategy-rich) IMO)
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July 17th, 2008, 03:38 PM
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Second Lieutenant
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Re: Random move armies and casting sequence
Quote:
Move orders are based on several things. If you look in the manual (p71-72 long list) you will see that, for example, moving to a friendly provinces goes first.
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Yes, but what about symetrical situations ? The standard case is : my army in A attacks an ennemy province X. An ennemy army in Y attacks my army in A. Who moves first and why ?
I think the question has already been asked but I can't remember any clear answer. I also observe that on my current SP game where I an testing EA Abysia, I am always loosing p2p movement initiative vs Hinnom, Jotunheim & Mictlan. This is the case whatever the respective forces are : I can have bigger or smaller armies, doesn't matter, Abysia always moves after his opponents in this game.
But why is that ? Is initiative dependant on the nation ?
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July 17th, 2008, 04:42 PM
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Lieutenant General
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Re: Random move armies and casting sequence
I've definitely had one nation move first in some battles, while getting held back in others.
The AI seems to have a special tractor beam though, where it's supposed to be totally random (according to the manual) but in SP it's usually only about 20-25% of the time that you get the favorable action.
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