[.86][Bug] Bows Have Infinite Range II

I took it upon myself to fix bows so that each one has a limited range. Only to find out that the tactical AI is incapable of understanding this fact and just sits there and pouts about being out of range. Would be nice if the ranges were fixed and the AI could understand ranges and move closer or skip turn. When might we expect some more Tactical AI work?

3,618 views 7 replies
Reply #1 Top

How do throwing daggers work than?

Reply #2 Top

If a unit only has Throwing Daggers, the same bug applies. But that is a secondary weapon, allowing the AI to use melee routines if it is not in range.

Reply #3 Top

In my Opinion, the battlefield isn't large enough for the bows not to have infinite range.  I like it as is, where throwing knives have a very limited range, but Bows and Mages can hit from anywhere.

 

Reply #4 Top

If it were a design decision, that would be fine, but range for bows is an intended feature. It needs fixing and then we can discuss realism versus gameplay.

 

You should be able to withdraw from combat and save a unit from archer focus fire.

Reply #5 Top

I agree with Mart on this.  If a unit can throw a dagger 3 tiles, then even the weakest bow would be able to fire anywhere on all but the absolute largest of maps, making limited range pointless.  As for withdrawing from combat, if you're the attacker, you can always just not initiate the attack; defenders, OTOH, should have a difficult time withdrawing unscathed.  Besides, the only way to currently withdraw is with magic.

Reply #6 Top

Withdraw to the rear of the field*

Reply #7 Top

Quoting seanw3, reply 6
Withdraw to the rear of the field*
End of seanw3's quote

Yea I kind of like this.

 

Yes, range in such small maps is a bit unrealistic, but I think its acceptable to add a bit of variety in battles. (especially if its an intended feature)