Problem with Archers in combat

When it comes to using archers in combat, the first shot is always fine, but subsequent shots are constantly refusing to fire for a period of time. I will be constantly pressing the fire button - click click click click click click click click click click click click click click click click click click click click click click and then finally the damn thing fires!

Add this effect up across many battles and it begins to grow into a game destroying monster! Is there anything i can do? any game setting i can change or whatever?

 

(I have latest version of the game)

6,910 views 14 replies
Reply #1 Top

I would guess that the problem you are seeing is the mount animation problem.  Are these mounted archers by any chance?  This issue, which stopped me from using mounts altogether, is a completion animation after an attack with a mounted unit that takes quite a while.  Nothing works until the completion animation finishes.  I believe that this has already been fixed for 1.1.

Reply #2 Top

No, unfortunatly I think the problem has to do with the animation.  The game waits for the animation to end until you can fire again.... however it seems that the animation continues to run even after it has visibly stoped.  I could be wrong about this.....

If you think archers are bad.... (don't) try mounted troups :-(

Some spells have the same problem too....

 

Reply #3 Top

The problem I think is not just with firing arrows, but any movement in combat at all. In most cases you are forced to auto-resolve. I've had this even without mounted troops.

Reply #4 Top

If you think archers are bad.... (don't) try mounted troups
End of quote

Yeah i get the same thing with archers mounted & not as well as catapults (though mounted lag time seems to be much worse). It does try one's patience.

Reply #5 Top

I haven't noticed much of the other issues mentioned? Sometimes if i set a movement destination which is further than the unit can immediately travel, the battle screen will freeze, but that problem is easily avoided.

I get the delay period with or without mounted units but mounted units do have a slightly longer delay period.

What makes the issue so noticeable for archers is that often they do very little damage, so it can take allot of hits to kill an enemy, combine that with the delay thing and combat can become a monumentally painful experience.

 

Reply #6 Top

I have also noticed an issue with the sounds holding up the keyboard input until the SOUND had finished playing, especially on the birth of a sov's child/grandchild and it poping upthe name kid window, I can NOT type anything in this box UNTIL the kid sound has finished playing.

this might be related to the animations issue as well.

harpo

 

Reply #7 Top

oddly enough, i just upgraded my video card and i have noticed the games runs smoother and faster. But yeah, you have to wait for the animation cycle to finish otherwise you are just clicking on dead air and their is no notice that the cycle has ended. Also, when a unit uses all their action points it goes down to the next one on the list, even if you already have another person picked and ready to go. I've almost lost fights due to this when my archer suddenly run to the front lines when i wanted to move my swordsmen or giants....

 

Reply #8 Top

Quoting Glowing_Ember, reply 7
when a unit uses all their action points it goes down to the next one on the list, even if you already have another person picked and ready to go. I've almost lost fights due to this when my archer suddenly run to the front lines when i wanted to move my swordsmen or giants....

 
End of Glowing_Ember's quote

 

I'm not sure about this? It sounds like you simply selected the wrong unit - which is easy enough to do since there is not a great deal of easily visible selected unit highlighting going on, and that useless unit list down the side - can anyone actually tell which unit is selected there???

I find that archer units sometimes run forward when your intention was to shoot the enemy. This happens because the mouse pointer tricks off the unit you wanted to shoot and clicks on open ground next to it instead. The enemy unit popup window flashing around doesn't help this problem one bit!!!

Reply #9 Top

glowing ember, I also have had that exact same issue happen to me also, it seems that the cause might be that the animations AND sounds are modal(have priority over) the keyboard and mouse inputs, when ALL other programs give priority to the keyboard AND mouse over sound and animation., and this is on both my older AND latest computers, so it is a program issue.

harpo

 

Reply #10 Top

I've experienced this too and all I can say is it sucks but it used to be worse prior to 1.09e and I hope it improves in 1.1 but until 1.1 Ive stopped playing Elemental.

Reply #11 Top

Mystik the way it seems to work is you have your list on the left hand side and it starts with the unit at the top of the list. If you use all of that persons action points it goes to the next one on the list. Now what has been happening is you pick someone lower on the list, say your rock giant or hero, and cast spells until you run out of action point. While the spell animation is taking place you select the unit that you want to use next. So you then queue in the movement you wan to take place with the intent it will kick in when the spell animation ends. HOWEVER, what actually happens is the 2nd unit on you list, perhaps it is your archers, gets autoselected and then follows whatever action you queued up - god forbid you tried to move something cause now your archers are running to that spot. If you tried to cast a spell then nothing happens - message pops up saying you have no mana to cast that spell - lucky you.

so yes. 

Sound and animation have priority without any message saying they have finished their cycle. Crossing fingers on 1.1, but with the intended change to the order of combat (ie not we go they go) it should fix the problem.

Reply #12 Top

I 'never' use anything but auto resolve. The tactical game is not a game at all, but an utterly superfluous exercise in meaningless and in most cases, ineffectual button clicking. 100% broken.

Reply #13 Top

why have a unit die in a black box function when you don't have to in a game where every resource you scrounge per turn is very precious ?

(until the moment you start making 180+gold per turn i suppose...)

but then never with a hero...

Reply #14 Top

Quoting Glowing_Ember, reply 11
Mystik the way it seems to work is you have your list on the left hand side and it starts with the unit at the top of the list. If you use all of that persons action points it goes to the next one on the list. Now what has been happening is you pick someone lower on the list, say your rock giant or hero, and cast spells until you run out of action point. While the spell animation is taking place you select the unit that you want to use next. So you then queue in the movement you wan to take place with the intent it will kick in when the spell animation ends. HOWEVER, what actually happens is the 2nd unit on you list, perhaps it is your archers, gets autoselected and then follows whatever action you queued up - god forbid you tried to move something cause now your archers are running to that spot. If you tried to cast a spell then nothing happens - message pops up saying you have no mana to cast that spell - lucky you.
End of Glowing_Ember's quote

 

Never sen this happen? - mind you, i don't actually use the drop down list on the side because i cannot tell which unit is the active unit, that is the big problem with the list! When i play, i usually click around selecting different units until i can 'feather out' that i have the correct unit selected, this is probably why that particular problem does not happen for me?