Rehoboam

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el+noob
Swami
Posts: 160
Joined: Sun Jan 06, 2013 11:25 am

Re: Rehoboam

Post by el+noob »

archers do shoot, however skirmisher still have the same problem

TheNightPanda
Forumer
Posts: 86
Joined: Sun May 27, 2018 3:22 am

Re: Rehoboam

Post by TheNightPanda »

el+noob wrote:
Tue Sep 14, 2021 10:08 am
archers do shoot, however skirmisher still have the same problem
Skirms not shopting at all on 1,7?

el+noob
Swami
Posts: 160
Joined: Sun Jan 06, 2013 11:25 am

Re: Rehoboam

Post by el+noob »

TheNightPanda wrote:
Tue Sep 14, 2021 10:13 am
el+noob wrote:
Tue Sep 14, 2021 10:08 am
archers do shoot, however skirmisher still have the same problem
Skirms not shopting at all on 1,7?
no

TheNightPanda
Forumer
Posts: 86
Joined: Sun May 27, 2018 3:22 am

Reuploaded with fix to skirms on slower speed as well

Post by TheNightPanda »

el+noob wrote:
Tue Sep 14, 2021 10:18 am
TheNightPanda wrote:
Tue Sep 14, 2021 10:13 am
el+noob wrote:
Tue Sep 14, 2021 10:08 am
archers do shoot, however skirmisher still have the same problem
Skirms not shopting at all on 1,7?
no
Reuploaded.

Check if the skirm issue is fixed now :) It turned out to be a completely seperate issue with a walking command overfirering. Just had to change 2 digits in one line

Arpheus
Forumer
Posts: 25
Joined: Wed Mar 10, 2021 1:11 pm

Re: Rehoboam

Post by Arpheus »

OMG that micro... today I tried 6 scouts with +1 armor vs 8 feudal +1/+1 Archers with attack move against them - Result: 6 dead scouts 0 dead archer. This is pro level micro - they even move in a wide circle somewhat to make it even harder to get hits on them.

I then did 5 more tries and in average the 6 scouts killed around 2 archers from the 8. Best result I could get where I tried to micro and push them into houses to make micro for them harder was 4 dead archers and surrounding them is really hard since they move back in a circle making surrounding rough and cavalry pathing could definitely be better

At 1.0 speed where they don't micro it's an easy win for the scouts since once 2 archers die they run and don't shoot back. It is incredible how much micro changes the outcome of fights when ranged units are involved.

TheNightPanda
Forumer
Posts: 86
Joined: Sun May 27, 2018 3:22 am

Re: Rehoboam

Post by TheNightPanda »

Arpheus wrote:
Fri Sep 17, 2021 9:59 am
OMG that micro... today I tried 6 scouts with +1 armor vs 8 feudal +1/+1 Archers with attack move against them - Result: 6 dead scouts 0 dead archer. This is pro level micro - they even move in a wide circle somewhat to make it even harder to get hits on them.

I then did 5 more tries and in average the 6 scouts killed around 2 archers from the 8. Best result I could get where I tried to micro and push them into houses to make micro for them harder was 4 dead archers and surrounding them is really hard since they move back in a circle making surrounding rough and cavalry pathing could definitely be better

At 1.0 speed where they don't micro it's an easy win for the scouts since once 2 archers die they run and don't shoot back. It is incredible how much micro changes the outcome of fights when ranged units are involved.
Good to hear :) the 1.0 speed no micro is intended and is done as a fail safe as the units would otherwise not be attacking at all. Hopefully rehoboam is chatting telling to change the speed to turn on the micro

Arpheus
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Posts: 25
Joined: Wed Mar 10, 2021 1:11 pm

Re: Rehoboam

Post by Arpheus »

Yes it did tell that the game is lagging and some info to adjust the settings

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