Finally found my difficulty level!

Can Defensive Withdrawal be set to 1 a turn? I understand why you don't want to kill it (Skirmisher promos and the like), but it seems like the purpose of defensive withdrawal doesn't require it to be able to be used repeatedly in a turn..
 
How about using unit's health it has before attack as a multiplier for withdrawal chance? E.g. 85% withdraw unit at 5% health would only have 85/20 = 2.25% to withdraw. This would force you to heal before attack and would make it easier to kill after unsuccessful attack. March should also be removed from mounted IMHO.
 
So, uh, she declared war on me. No biggie. Until a couple dozen Nyxkin and two dozen assassins start running around. The assassins arent TOO Bad, they take out some wizards but I wipe them out in two turns.

The nyxkin... these things are what, base 8 strength 3 movement. And they're all massively upgraded. Like combat II-IV (it varied), almost all with Flanking III, march, and commando. Some with Mobility I and II.

A Nyxkin with March, Flanking III, Commando, and Mobility II can move 5 *while using my roads*, has withdrawal 90% (why its 90% and not 85% I dunno since 35 +20+20+10 is 85), and then heals on the move after withdrawing over and over and over from my attacks. That's ignoring the Combat III or IV 'cause, really, that's immaterial.

It's like trying to dam up a river with my hands. I can butcher them down to almost dead trivially but actually finishing them off is virtually impossible, and movement 5 on my roads means they can appear almost anywhere. I can keep my cities all massively garrisoned, but they are wiping up my improvements. So now I dont have any roads and my movement 1 Firebows are chasing movement 3-5 Nyxkins ;x

Ugh. Either Amurites are not nearly as powerful as the civs I've been playing, I don't know how to play as the Amurites, or the difficulty increase from Emperor-->Immortal is immense. It's insane watching these freaking nyxkin run around like they own the place and then not be able to kill them despite hurling fireballs, maelstroms, summoned Djinns (at strength 12), and so forth left and right.

This has been a problem for a long time. Your situation above sounds bad try facing hippus on a small map and it becomes truly insane.....:crazyeye:

Also, magic counters like blind and entangle dont work. One thing i do when i find that i have this kind of problem is to limit my use of roads and place "road blocks" of anti cavalry units at key choke points. And then i create my own cavalry counter to run down damaged enemy cavalry as they flee. Other things i have tried is to scorch a permiter of desert two squares deep around a troublesome border to simply slow down the pillaging cavalry but this is a expensive and time consuming process.

Best advice i can give is take the hit and counter attack using the same tactics. For idea, try playin as hippus and you will see how it works... :lol:

The main problem is withdrawl on defence. I can understand withdrawal on attack but multiple withdrawl on defence just seems broken.
 
Kael disabled withdrawal of immobilized units in FfH 0.41 and Orbis 0.23 will contain this change.
That should take care of magic counter.
I would like to add a special anti-withdrawal promotion or ability for polearm and mounted units, but with mine c++ skills it is next to impossible. :(
Maybe I will disable defensive withdrawal (if it is possible) for most of the cavalry units (save from wolf riders and perhaps horse archers)
 
I think I have fixed it.

Withdrawing unit will now get 'winded' promotion which grants -100 withdrawal rate and 100% expire chance

So, it is best to attack a mounted unit with a strong counter (i.e. pikeman) and then chase and kill it with another mounted, as it won't be able to flee for the rest of the turn.

While at that I have fixed xp granting so it will now work exactly the same on withdrawal on attack and on defense (was granted only on attack)

Hope you like the changes :)
If needed, it can be adjusted to add the promotion on withdrawal on defense (or on attack) only.
 
I think I have fixed it.

Withdrawing unit will now get 'winded' promotion which grants -100 withdrawal rate and 100% expire chance

So, it is best to attack a mounted unit with a strong counter (i.e. pikeman) and then chase and kill it with another mounted, as it won't be able to flee for the rest of the turn.

While at that I have fixed xp granting so it will now work exactly the same on withdrawal on attack and on defense (was granted only on attack)

Hope you like the changes :)
If needed, it can be adjusted to add the promotion on withdrawal on defense (or on attack) only.

Fantastic :goodjob:
 
Awesome. This will be in the next version of Orbis?

Sure. I did not spend few hours messing with dll, only to show it and then hide ;)
Hopefully 0.23 will be released on sunday. Changelog can be seen in the first post of the bug thread.
 
Hope you like the changes :)
If needed, it can be adjusted to add the promotion on withdrawal on defense (or on attack) only.

I think this is great... however, I would like it on defense only if possible because this would effect multiple attacks for the blitz promotion or Orthos Axe. Or just make blitz and orthos's Axe make the unit immune to the winded promotion.
 
Looks good. Was skeptical at first, but this should allow mounted units to retain their purpose without being unkillable.
I think this is great... however, I would like it on defense only if possible because this would effect multiple attacks for the blitz promotion or Orthos Axe. Or just make blitz and orthos's Axe make the unit immune to the winded promotion.
I don't see why that would be necessary if the penalty only applies after withdrawing. If the blitzing unit wins, it should be free to attack again with its normal withdrawal chance. If it loses and withdraws, it shouldn't be able to further weaken the stack with impunity.
 
it shouldn't be able to further weaken the stack with impunity.

Thats the purpose of calvary - to route armies, ... it would only apply to very, very few units in the game anyways and doesn't wipe out the purpose of those promotions.
 
Thats the purpose of calvary - to route armies, ... it would only apply to very, very few units in the game anyways and doesn't wipe out the purpose of those promotions.
A mostly healthy stack of cavalry should be able to route armies, not a handful of half-dead horsemen who had just retreated that turn.
 
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