Thunderbrd
C2C War Dog
Naw... won't freak out. Just might lead to the ai making bad decisions is all.
Could this routine then be tweaked? E.g. move the movement check to the AI promotion decision function instead of the general promotion availability (i.e. lower their motivation).
Or maybe tweak the check with some other property, though I don't know which ones are available at that point besides the movement.
What is the "Enables this unit to attack until damaged" part of Initiative IV for a Field Commander supposed to do?
- The Field Commander himself still cannot attack.
- It doesn't seem to enable the Blitz ability to other units. Though I may have always run out of movement points each time so far.
What is the "Enables this unit to attack until damaged" part of Initiative IV for a Field Commander supposed to do?
- The Field Commander himself still cannot attack.
- It doesn't seem to enable the Blitz ability to other units. Though I may have always run out of movement points each time so far.
Let me know, though, if you see a unit in the GC's stack attack more than once though - it won't take off any of its movement points to do so in that special case and it will repeat another attack without your further instruction if it was uninjured on the first attack, continuing to do so until it takes an injury of any kind. It's mostly useful against a very worn down stack (from air fire and collateral).
Ok... as I said, the tag was not re-designed with the Field Commander in mind so it was simply an oversight that it was never removed.That is definetly not working as of v27. I've had several fights where my attacking unit was undamaged, but could attack only once.
As for other promotions of the Field Commander, at least the strength does carry over. Not sure for chance of withdrawal though.
Perhaps, but rather unlikely. If the stack can send up a defender that gets destroyed without damaging the attacker, its probably so wounded that it wouldn't have any defenders in it much stronger. The combat odds can increase with the next attack, like you say, and it does seem a bit strange that its doing that at times, but I think that may have something to do with the lead from behind option (RevDCM? not sure where that came from but it creates some wiggy results and is fairly complex to disseminate in code.) The ability is intended for fairly advanced and powerful units from Transhuman onward anyhow and there's so much air power involved and collateral that if your unit can go unharmed in any fight at that stage, it wouldn't be facing a stack that could then get that kind of sucker punch in thereafter.By the way, how would that Onslaught ability be working then? If it is a rapid succession of attacks without the ability to interact, wouldn't that also mean that I could suddenly lose a unit without having the chance to NOT perform the attack?
Afaik normally the combat system should should select the strongest defender for the attacking unit, however I've seen it multiple times now that suddenly my combat odds were actually worse for the same unit after destroying a defender with another unit.
Yes.Also, would each attack during that ability also grant XP?
If you're unit tears through a number of enemy units with the one attack, you'd see a string of combat messages flash across the message bar at the top of the main screen unless you have found an option I'm unaware of to turn those combat messages off. You'd also see the enemy stack flicker through the various units that are being destroyed (or your own if its happening to you...) And yes, the combat log is helpful if you want more info on exactly how it all went down.Also, how would this be visually presented if quick combat is enabled? I.e. you wouldn't really know unless you check the size of the defending stack or the combat log?
I'm not sure. I think its just the stack itself and only the first so many units (# of Command Points?) in that stack that go to fight in any given round but I've never looked into it enough to know that for sure. I've never found the text that should be explaining that better either.And another unrelated question: how large is actually the range for a Field Commander? I think it doesn't actually say so anywhere, and if it is more than the stack itself, it could be useful to display some sort of range indicator when selecting the unit (like for planes or for snipers).
I'm not sure. I think its just the stack itself and only the first so many units (# of Command Points?) in that stack that go to fight in any given round but I've never looked into it enough to know that for sure. I've never found the text that should be explaining that better either.
but I still think mostly it has to do with the Lead From Behind counter-intuitive nature of Best Defender and Best Attacker selections.
Does ANYONE even play this way?
There's a setting for this?
Haven't found it on game start, nor in the game options.
As for writing the Civilopedia entry, sure, why not?
We'd just need an entry for the actual Field Commander, as currently it doesn't even exist.
I'd also still like to know a few things, namely
a) do defending units benefit from the aura as well?
b) does this subtract one Control Point?
c) do they still benefit if all Control Points have been used up (this would be the major question)?
.