4. March 2017 at 22:25 #19999
Thanks to the switch back to more defensive behaviours from enemies (when they have ranged fighters), there are now far too many instances of enemy parties relentlessly pursuing you on the world map but then sitting still in a defensive position in battle, so that you have to endure a tedious advance or retreat to/from a battle that the inert enemy imposed upon you in the first place.
Why not make it that any enemy that pursues you on the world map will always advance aggressively in battle?
Or make it more possible to avoid unwanted confrontations on the world map, by adding a “Fall Back” option to the pre-battle screen (as for caravan battles) and making the enemy pause for a while after the fall back (as when you retreat from a battle), so that there’s a few seconds to achieve a bit of distance?4. March 2017 at 23:03 #20004Human WarlordParticipant
Indeed it feels realy stupid when some shit bandits following you step by step all the frigging world(this is not fair dont they eat or sleep!?) And in some cases many cities dont even have militia, and all those patrools are miraculously gone somewhere but not around damn cities.
Actually good method in such situations is to use docks to teleport to another city, doing so will basicaly erease your footprints and enemy will be unable to follow you.5. March 2017 at 10:07 #20023IociParticipant
thats why i hate goblin ambusher so much, with their present, even the wolf rider wont charge.5. March 2017 at 15:54 #20035
This was changed a while ago already. If the enemy doesn’t act offensively in combat after having attacked on the world map, then it’s a bug, and I’d appreciate it if one of you could send a save showing this behavior to firstname.lastname@example.org – thanks!5. March 2017 at 17:48 #20041
This was changed a while ago already. If the enemy doesn’t act offensively in combat after having attacked on the world map, then it’s a bug, and I’d appreciate it if one of you could send a save showing this behavior to email@example.com – thanks!
Was the change something that’ll only take effect in fresh campaigns? I think I did most recently see it in a fresh campaign on the .24 version, but I’m not completely certain. I’ll try to capture it in a save from a fresh campaign sometime today.5. March 2017 at 17:52 #200426. March 2017 at 06:32 #20076
Is it possible that (although the enemy was pursuing and would definitely have attacked if we’d remained still) my band was technically regarded as the offensive party, since I finally got sick of the chase and decided to turn on them to get it over with? In that situation, would the enemy AI remain configured as offensive (since it had the intention to attack) or would it have been switched to defensive mode because I (technically) initiated the battle?6. March 2017 at 09:21 #200786. March 2017 at 14:05 #20098IociParticipant
its true, i just fought a goblin party who attacked me, they actually charged, one of the ambushers even stepped 2 hexes forward.7. March 2017 at 02:18 #20123
The party that initiated combat is regarded the attacker, so if you were to click on them first to open the engage dialog, they’d technically be on the defensive and be free to choose whether to charge or hold position.
Then that’ll be what was happening, since I always turn back and fight if trying to escape is too laborious. Could enemy parties not be made to always be offensive in battle if they were going to attack anyway (i.e. if they believed themselves stronger)? There have been so many times when I’ve decided to click back on a pursuing party just to save the bother of a long chase, only to have the even greater bother of a stalemate. And I’ve played the game for obscene thousands of hours while continuing to make such mistakes. I suspect that lots of newer players will do what I did and get frustrated by it.
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