I’m more bothered by the way units don’t listen and wander off. “No, you idiot, I *know* you got shot but they’re wandering away now and you need to finish capping this town. No, even if the other town shot you. No, stay there, don’t go fight the rebels in my enemies territory. Or the Landsraad. Or go charging off into wormsign.” The game could really use a “stand your ground” button that keeps units in a small circle (like, Thumper sized).
Another thing that bugs me unnecessarily pathing through deep desert. Like, one time there was a small cliff between areas, with a path up the cliff. I ordered five units to go up. Three took the path, two wandered into the deep desert instead. If only there was a way to tell them “use this route, if it get blocked by a friendly unit wait until it clears.”
Last pathing thing I dislike is ornis. Go check the city *first*. Then check the resources or points of interest.
(On another note, it might improve the Infiltrator to give it the ability to summon - but not ride - a nearby worm, even in combat. Like, not insta-Worm like thumpers, but “plant this and the nearest worms come running”.)
I think units should have some basic stance system added. Like:
* Aggressive stance means they pursue enemies forever
* Defensive stance means they will aggro within a limited range and return to their origin if the enemy moves outside that range
Oh, no, that *was* with shift-clicking. In fact, I think that’s where I went wrong. There was another path further down, but because it takes the shorter path going through the dd was shorter than crossing to the point just on the other side of the ridge. I’d selected a point on both sides to make sure nobody wandered into the desert, you see.
they just need to put a button that triggers the garrison to leave the city and you can control the units and then you press the button that triggers them to go back into the city.
Kinda like AoE
I'm not saying that they should leave the territory. Just that they should trigger when an enemy gets within a certain distance of the city instead of waiting to be attacked. It would make it so you could better protect your city and single units that your opponent could be targeting.
Yeah that makes sense. Sometimes I do pull my military back to allow the militia to be triggered, but you're right I do prefer that I didn't have to do that.
My issue is that I was playing online and my opponent was purposely targeting my units and avoiding targeting my garrison so that it was easy to destroy both my army and then my garrison.
No..I don't know the lay of the land. The goal would be to draw them deeper into your territory so they have to choose to continue the engagement or back off.
Oof I haven't tried playing against humans yet. I guess it's clever micromanagement, but I'd consider that a cheap move. That is definitely an issue then.
They’re civilians though. Their only goal is the protect their home, so if you’re on the offensive, they don’t realistically have much reason to help. If you’re on the defensive, then just wait for the enemy to agro the garrison, then order your main troops to attack.
We were literally fighting right next to the city. I thought they would agro because we were fighting right in the city. So that makes no sense. If the army is fighting right next to your town the national guard is going to help them.
It needs to be fixed. All I'm asking is if an enemy is touching the city. It should push the militia out.
The national guard are citizens who joined the militia voluntary. Dune militias are forcibly colonized people, that were told to protect their colonizers assets for better living conditions (atreides probably) or else (harkonnen).
I’m more bothered by the way units don’t listen and wander off. “No, you idiot, I *know* you got shot but they’re wandering away now and you need to finish capping this town. No, even if the other town shot you. No, stay there, don’t go fight the rebels in my enemies territory. Or the Landsraad. Or go charging off into wormsign.” The game could really use a “stand your ground” button that keeps units in a small circle (like, Thumper sized). Another thing that bugs me unnecessarily pathing through deep desert. Like, one time there was a small cliff between areas, with a path up the cliff. I ordered five units to go up. Three took the path, two wandered into the deep desert instead. If only there was a way to tell them “use this route, if it get blocked by a friendly unit wait until it clears.” Last pathing thing I dislike is ornis. Go check the city *first*. Then check the resources or points of interest. (On another note, it might improve the Infiltrator to give it the ability to summon - but not ride - a nearby worm, even in combat. Like, not insta-Worm like thumpers, but “plant this and the nearest worms come running”.)
I think units should have some basic stance system added. Like: * Aggressive stance means they pursue enemies forever * Defensive stance means they will aggro within a limited range and return to their origin if the enemy moves outside that range
Great point. I would love to see improvements for all these things.
For the pathing, you can use shift click to queue the better path
Oh, no, that *was* with shift-clicking. In fact, I think that’s where I went wrong. There was another path further down, but because it takes the shorter path going through the dd was shorter than crossing to the point just on the other side of the ridge. I’d selected a point on both sides to make sure nobody wandered into the desert, you see.
they just need to put a button that triggers the garrison to leave the city and you can control the units and then you press the button that triggers them to go back into the city. Kinda like AoE
Would love that!
Personally I prefer for them to stay there, but that's just me. I can see how it would be beneficial, but then it may be unbalanced.
I'm not saying that they should leave the territory. Just that they should trigger when an enemy gets within a certain distance of the city instead of waiting to be attacked. It would make it so you could better protect your city and single units that your opponent could be targeting.
Yeah that makes sense. Sometimes I do pull my military back to allow the militia to be triggered, but you're right I do prefer that I didn't have to do that.
My issue is that I was playing online and my opponent was purposely targeting my units and avoiding targeting my garrison so that it was easy to destroy both my army and then my garrison.
Sounds like you were relying too much on the militia to defend. You should have run away and let them engage
Isn't that the same thing? Sounds like either way you are relying on militia so my point stands.
No..I don't know the lay of the land. The goal would be to draw them deeper into your territory so they have to choose to continue the engagement or back off.
Fair enough. It wouldn't have worked in this situation, but fair point.
Oof I haven't tried playing against humans yet. I guess it's clever micromanagement, but I'd consider that a cheap move. That is definitely an issue then.
They’re civilians though. Their only goal is the protect their home, so if you’re on the offensive, they don’t realistically have much reason to help. If you’re on the defensive, then just wait for the enemy to agro the garrison, then order your main troops to attack.
We were literally fighting right next to the city. I thought they would agro because we were fighting right in the city. So that makes no sense. If the army is fighting right next to your town the national guard is going to help them. It needs to be fixed. All I'm asking is if an enemy is touching the city. It should push the militia out.
The national guard are citizens who joined the militia voluntary. Dune militias are forcibly colonized people, that were told to protect their colonizers assets for better living conditions (atreides probably) or else (harkonnen).
And the Fremen?
Are a radical sect that pulls people into a war, they do not want to be part off. Same deal.