Author Topic: [NEW] Commander Mode  (Read 11333 times)

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Offline ThePoopy

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Re: [NEW] Commander Mode
« Reply #165 on: May 20, 2013, 07:45:34 pm »
+2
needed commands:

use/sheat shield

split space betwean men and how many lines

what way the line should face

Offline Royans

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Re: [NEW] Commander Mode
« Reply #166 on: May 20, 2013, 09:04:32 pm »
0
needed commands:

use/sheat shield

split space betwean men and how many lines

what way the line should face


if that would be possible, would be pretty interesting, add some more strategy to adopt

Offline Falka

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Re: [NEW] Commander Mode
« Reply #167 on: May 20, 2013, 09:14:52 pm »
+1
needed commands:

-charge straight forward
-rotate left
-rotate right

use/sheat shield

Try F3 F3 - use blunt weapon only. All solders who have shields will use them.
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Offline Moncho

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Re: [NEW] Commander Mode
« Reply #168 on: May 20, 2013, 09:47:59 pm »
0
Very nice mode, it is something I had always wanted to play and never got around to.


Quote
Try F3 F3 - use blunt weapon only. All solders who have shields will use them.
This may not work if they have a blunt 2her/polearm (not sure if any troops do though), since what happens is that they change to their fists / blunt 1her to deal blunt damage.

Split space between men can be done with spread out/stand closer together quite nicely, though it takes getting used to.

Charge straight forward is easy: simply tell them to hold a position straight ahead and when they get there change to charge. I find most of the time telling them to hold works better than charging, since they tend to stay in a big angry mob

Also, Rhodok Sharpshooters are quite OP imo. A group of 30 took out 40ish nord veterans with 20ish losses at the end of a battle with the nordmen charging downhill.

Offline ThePoopy

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Re: [NEW] Commander Mode
« Reply #169 on: May 20, 2013, 10:01:12 pm »
0
i meant more wep control in general, etc lancers to charge with lance but then change to sword or dismounted swadian knights to use longsword as 2h and not 1h.

Offline Falka

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Re: [NEW] Commander Mode
« Reply #170 on: May 20, 2013, 10:34:45 pm »
0
Charge straight forward is easy: simply tell them to hold a position straight ahead and when they get there change to charge.

If your cav has sharpshooters in front of them and inf a bit on the flank the only way to make proper charge is lead them... 50 xbowers shooting at you quite often ends in your death :P
« Last Edit: May 20, 2013, 10:39:34 pm by Falka »
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Offline Moncho

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Re: [NEW] Commander Mode
« Reply #171 on: May 20, 2013, 11:25:30 pm »
+1
If your cav has sharpshooters in front of them and inf a bit on the flank the only way to make proper charge is lead them... 50 xbowers shooting at you quite often ends in your death :P

Not really. You stay off to the side, and tell them to hold a position behind the shooters. That way they will go and couch a lot, and the speed bonus makes them more deadly. Or you tell them to move behind, and at the last moment change the order to charge. Then they keep the momentum up, but still engage properly.
I hate the way charge works, since it removes all of the momentum from them, and some horses tend to move sideways blocking and rearing nearby other ones. When I command cav, I try to always keep them moving.

Offline Tom Cruise

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Re: [NEW] Commander Mode
« Reply #172 on: May 21, 2013, 04:07:11 am »
+1
If your cav has sharpshooters in front of them and inf a bit on the flank the only way to make proper charge is lead them... 50 xbowers shooting at you quite often ends in your death :P

Advance 10 paces a couple of times.
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Offline Teeth

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Re: [NEW] Commander Mode
« Reply #173 on: May 21, 2013, 01:08:36 pm »
+5
In tons of singleplayer mods, improvements to the AI have been made to make them less retarded. For example, the Eagle and the Radiant Cross mod I was just playing.

They have 15th century pikemen there with 400(!) length pikes and they are actually one of the best melee units in the game. The AI switches to a back up sword when an enemy gets within a certain range and switches back to the pike when they get some more room. Combined with them using square formations, groups of pikemen supporting eachother actually turn into a deadly killing machine, like they should be, instead of a bunch of retards glancing while the enemy shielders slaughter them.

I imagine this would also work for lancers and hoplites, having them switch to their swing weapon when fighting up close. AI improvements like these and being able to use formations would propel this game mode into so much more awesomeness and would go a long way into reducing frustrations about the AI sucking at using certain weapons. I think these scripts for the AI are pretty much freely available.

If your cav has sharpshooters in front of them and inf a bit on the flank the only way to make proper charge is lead them... 50 xbowers shooting at you quite often ends in your death :P
Hold F1, put the little flag where you want them to go, release, watch as your infantry advances with you behind them. I had the same problem until Zlisch pointed this out, always just used the minimap when commanding in singleplayer.

Offline Ronin

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Re: [NEW] Commander Mode
« Reply #174 on: May 21, 2013, 01:32:11 pm »
+10
Teeth actually this is what I was going to suggest.

It's same in floris as well, which means it is completely OSP!

You can turn these options on and off

AI fixes (changing spears to another melee weapon, it certainly has it's effect)
(click to show/hide)
More AI options (skirmishing makes archers to run away automatically unless given a different order)
(click to show/hide)
Class change catagory (very useful, considering half of your cav dismounts for no reason sometimes)
(click to show/hide)

And more order types:
F5 orders menu
(click to show/hide)
F6 orders menu
(click to show/hide)
F7 orders menu
(click to show/hide)

I simply can't see any reason not to add these into the game mode. It certainly reduces the retardiness of AI considerably.
« Last Edit: May 21, 2013, 04:20:43 pm by Ronin »
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Offline Moncho

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Re: [NEW] Commander Mode
« Reply #175 on: May 21, 2013, 06:58:38 pm »
+2
This is the most fun I have had with cRPG in a while.
A while ago managed to outmanouver Swadia with rhodoks in a 3v5 situation with both my friendly commanders dying quite soon. Phew that was tense.

Fun gamemode

Offline Felix

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Re: [NEW] Commander Mode
« Reply #176 on: May 22, 2013, 01:36:00 pm »
0
I have a question - how do i even spawn? It just shows me the usual equipment screen + i can choose what kind of troops to choose. And then nothing.

Offline Chris_the_Animal

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Re: [NEW] Commander Mode
« Reply #177 on: May 22, 2013, 01:59:29 pm »
0
and then you need to tick the "ready to spawn" and one troop class and then spawn ;)

you spawn with plated armor and courser and the bots spawn when your team has chosen all different classes at least 1 time
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Offline woody

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Re: [NEW] Commander Mode
« Reply #178 on: May 22, 2013, 04:07:54 pm »
0
Troop balance is off.

Played Sarrinid verus Rhodok, how the hell to kill rhodok sargeants?

Offline Moncho

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Re: [NEW] Commander Mode
« Reply #179 on: May 22, 2013, 04:10:12 pm »
0
Troop balance is off.

Played Sarrinid verus Rhodok, how the hell to kill rhodok sargeants?
Cav charge. Slaughtered some nords who were mostly inf by using cav.