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April 2nd, 2010, 04:03 PM
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Major General
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Re: Why do my berserk commanders disappear after winning fights
Quote:
Originally Posted by NTJedi
Quote:
Originally Posted by Squirrelloid
Would you care to specify a unit that, once incapacitated, would be impossible to kill for some nation?
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First the attacking unit is NOT incapacitated... not sure where you pulled this idea. Turn_75 does not equal incapacitated. The attacking unit is still actively healthy and moving on the battlefield during turn_75 due to berserk or some other natural trait. And when an angel with a tower shield, regeneration, and it's natural awe cannot be harmed by the "best" military the natural population of peasants have no reason or intention of risking their lives. Heck if a town discovered a hundred navy seals were killed by some beast which resisted point blank C4 explosions then OBVIOUSLY the citizens of the town will let the beast control that piece of the beach.
Sure something can eventually be done to initiate another attack, but that would require a separate (game_turn)strike from the military not the general population! You are mistaking the effectiveness of general population as compared with an actual military and mage strike force.
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[/quote]
99% of the time when i see a combat go to turn 75, its because the last remaining enemy units *couldn't* retreat. (Encased in ice, passed out and unable to get below 100 fatigue due to fatigue causing effects, etc...). Ie, incapacitated.
In the specific case of berzerk, eventually that berzerker rage ends. Generally, berzerkers are exceptionally tired when they come down from their rage. Its not unreasonable to say 'turn 75' is when this happens, and its not a far cry from being incapacitated.
Any other unit should have managed to retreat by turn 75.
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April 2nd, 2010, 05:39 PM
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General
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Re: Why do my berserk commanders disappear after winning fights
Quote:
Originally Posted by Squirrelloid
99% of the time when i see a combat go to turn 75, its because the last remaining enemy units *couldn't* retreat. (Encased in ice, passed out and unable to get below 100 fatigue due to fatigue causing effects, etc...). Ie, incapacitated.
In the specific case of berzerk, eventually that berzerker rage ends. Generally, berzerkers are exceptionally tired when they come down from their rage. Its not unreasonable to say 'turn 75' is when this happens, and its not a far cry from being incapacitated.
Any other unit should have managed to retreat by turn 75.
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From my experience it's been when the defender could not retreat while the supercombatant was killing the exhausted defenders/crippled defenders. I cannot even recall a battle where exhausted attackers or fleeing attackers were autokilled. As a result the perfectly healthy supercombatant is auto_killed instead of a more realistic solution of auto_retreat so the battle can continue later. Thus we witness an almighty legendary creature killed due to lack of game time!
Ideally the game should provide an instant retreat instead of an instead auto_kill as well as a game setting to adjust the auto_kill game turn. I'm sure many would increase the auto_kill game turn to at least turn_100.
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Last edited by NTJedi; April 2nd, 2010 at 06:02 PM..
Reason: details
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April 2nd, 2010, 05:57 PM
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Re: Why do my berserk commanders disappear after winning fights
A time limit on berserk would also work nicely.
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April 2nd, 2010, 08:09 PM
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Major General
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Re: Why do my berserk commanders disappear after winning fights
Quote:
Originally Posted by NTJedi
Quote:
Originally Posted by Squirrelloid
99% of the time when i see a combat go to turn 75, its because the last remaining enemy units *couldn't* retreat. (Encased in ice, passed out and unable to get below 100 fatigue due to fatigue causing effects, etc...). Ie, incapacitated.
In the specific case of berzerk, eventually that berzerker rage ends. Generally, berzerkers are exceptionally tired when they come down from their rage. Its not unreasonable to say 'turn 75' is when this happens, and its not a far cry from being incapacitated.
Any other unit should have managed to retreat by turn 75.
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From my experience it's been when the defender could not retreat while the supercombatant was killing the exhausted defenders/crippled defenders. I cannot even recall a battle where exhausted attackers or fleeing attackers were autokilled. As a result the perfectly healthy supercombatant is auto_killed instead of a more realistic solution of auto_retreat so the battle can continue later. Thus we witness an almighty legendary creature killed due to lack of game time!
Ideally the game should provide an instant retreat instead of an instead auto_kill as well as a game setting to adjust the auto_kill game turn. I'm sure many would increase the auto_kill game turn to at least turn_100.
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I've already maintained the side that routed should be the one to be auto-killed, so if its defenders who have failed to rout from the field then I agree, the attacker shouldn't be autokilled.
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April 2nd, 2010, 08:22 PM
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BANNED USER
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Re: Why do my berserk commanders disappear after winning fights
SC's are too powerful. Instead of autokilling on 75, it should be autokill on 50.
We can all repeat our points = ).
But in retrospect, having it be something you could specify at game start would be cool, just given that almost everyone agrees that Tarts are the end-all be-all, I can't see why you would want to do anything to *increase* their power.
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April 3rd, 2010, 01:37 AM
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Corporal
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Re: Why do my berserk commanders disappear after winning fights
The issue happens because the defenders have already routed. They lost the freakin' battle, and somehow manage to win because they couldn't run away.
The simplest solution is really to make the side that routs first lose the battle, regardless of whatever happens afterwards, and auto-kill the losing side.
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April 3rd, 2010, 07:19 AM
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Re: Why do my berserk commanders disappear after winning fights
So remove rout retreats entirely?
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April 6th, 2010, 02:16 PM
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Re: Why do my berserk commanders disappear after winning fights
Quote:
Originally Posted by chrispedersen
SC's are too powerful. Instead of autokilling on 75, it should be autokill on 50.
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It's wrong to leave an unrealistic and auto_kill game function within the game when better measures can be taken to deal with SC's being too powerful.
This can be done if the developers were to add new spells which cause insanity on the target. Each time the target is successfully struck by the spell it adds 3 insanity. Another idea is adding a few new summon creatures which horrormark those which kill it. Another idea is a ritual spell which randomly teleports one commander, mage or SC to a random province. I'm working on a mod which can provide the first two suggestions, but I wish I could mod the autokill of turn75 to something of turn125.
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April 6th, 2010, 02:44 PM
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First Lieutenant
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Re: Why do my berserk commanders disappear after winning fights
Quote:
Originally Posted by NTJedi
I cannot even recall a battle where exhausted attackers or fleeing attackers were autokilled.
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One time a Sacred Statue teleported onto my army and I had some kappas and they dried up and couldn't leave and the Sacred Statue ran out of time before managing to mind-burn them all so it gave up and died.
Quote:
Originally Posted by NTJedi
I wish I could mod the autokill of turn75 to something of turn125.
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That would be cool. Hm it's just a couple of numbers right? Maybe a Dominions developer could confirm for us that it's actually stored in the game program as just a couple of numbers, and then somebody could hunt them down in a hex editor and manually patch them. Probably not though
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April 6th, 2010, 03:41 PM
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BANNED USER
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Re: Why do my berserk commanders disappear after winning fights
Quote:
Originally Posted by NTJedi
This can be done if the developers were to add new spells which cause insanity on the target. Each time the target is successfully struck by the spell it adds 3 insanity
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I'm working on a mod which can provide the first two suggestions
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How are you doing the insanity spell?
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