pomalley pomalley

When you win a battle, you should move onto the square

When you win a battle, you should move onto the square

Pretty simple: when you win a battle, if there are no enemy armies left on that square, your army should move there. I can't think of any reason why this shouldn't be the case. It would make clearing out monster lairs in woods/hills/etc twice as quick but ten times less frustrating. (10x is an estimate, but I think it's accurate.)

It's more realistic--what is the point of fighting battles but to win the battlefield?

It's more rewarding--gives more of a sense of accomplishment for victory (minor, true, but more nonetheless).

It's more consistent--when you conquer a city your army is moved into the city. Why not the same for battles in the field?

It's more fair--is there anything more frustrating than having a rival swoop into that monster's lair when you fought the battle?

I know that it's a complex code base that makes up LH, but I can't imagine this to be too hard of a change. Granted, it's not fixing a typo in the XML, but it's not reworking the AI either. For how minor a change it is, it would go a long way to making LH feel more polished and (dare I say it) fun.

It's been this way since WoM, but that doesn't mean we can't change now. Right, Stardock? Right?

 

48,887 views 38 replies
Reply #26 Top

Again, how about a simple dialog box?

"Take Tile" or "Cancel"

 

this would make everyone happy, no?

Reply #27 Top

Cheers, everyone


Ok, lets look a little deeper into this issue.  The OP said he would like to move into the target square after the battle, and that would make clearing dens much quicker.

However, not every battle takes place at a den.

Wow, is that so hard to comprehend, that no one has brought it up.

Battles happen in other places than dens.

I don't want to move into the target square after every battle.

Example - The dragon nest next to my land just spawned a baby dragon who could destroy my outpost.  The baby dragon is in the square next to the "nest".

If I were to enter that square after killing the baby dragon, and had no more movement points,  Hey  Meet the Parents  I get attacked by a giant dragon led army the next AI turn.  I die, and so does my army.   

There are plenty of other examples of why you don't want to enter the target square after battle.  I'll let you give some.

Hint -  fighting in wars -  tornadoes ...

 

 

Reply #28 Top

Haha, need I repeat myself?

Reply #30 Top

I like it the way it is.  I remember times in Civ where I did NOT want to move into a square after attacking.

Reply #31 Top

Holy jeezy creezy. I had no idea so many people felt this way--I thought it was obvious. I guess I just have a different intuition as to what's going on, as well as a different idea of game flow. I still think I'm right but I realize they'll not change it and it is my fate to be forever frustrated when clearing lairs. ;-)

(Also, jimclin, really? I guarantee I've thought of those and more. Did you read my back and forth with parrotmath on the previous page? Take your smarter-than-thou tone and shove it.)

Reply #32 Top

Well, my reason is because to win the game, mostly you don't clear most or all lairs, you clear enemy armies, which is a pain if after killing each army i move to their squares, especially if they are clever and stick in rugged terrain without road like forest, it would impact my mobility greatly and delay the victory much longer or even messing with crucial strategic timing to turn the losing situation to victory or vice versa.

And to the yes/no dialog box, i'd still opt no, as said above, it'd be a major pain if yes/no pop up after each kill.

Reply #33 Top

Well, they could put an option for the yes/no option in the gameplay options menu.  Meta.

Edit: As I think about, though, this might be a major disadvantage for the AI.

Reply #34 Top

Quoting atlatea, reply 32

Well, my reason is because to win the game, mostly you don't clear most or all lairs, you clear enemy armies
End of atlatea's quote

Right but I have way more attacks on monsters-on-lairs than I do on enemy armies, even though they don't matter so much for winning the game.

Quoting atlatea, reply 32

especially if they are clever and stick in rugged terrain without road like forest, it would impact my mobility greatly and delay the victory much longer or even messing with crucial strategic timing to turn the losing situation to victory or vice versa.
End of atlatea's quote

If they're on the rugged terrain you lose the two movement points for the attack anyway...? I'm saying after the battle you move onto the square for free. Or do you mean that they could lure you further away from the direct/road-ed path? That's possible but I think it would be pretty rare. Maybe I'm wrong.

Reply #35 Top

Also when it comes to dens you don't always want to clear them. Leaving lairs unlooted so they can spawn more  xp...err monsters is fairly common. Definitely wouldn't want lairs to get auto-looted after a battle. 

Reply #36 Top

Quoting pomalley, reply 34
If they're on the rugged terrain you lose the two movement points for the attack anyway...? I'm saying after the battle you move onto the square for free. Or do you mean that they could lure you further away from the direct/road-ed path? That's possible but I think it would be pretty rare. Maybe I'm wrong.
End of pomalley's quote

Ah, sorry i didn't notice that it was free movement.

Still, it doesn't sound right, and i fear the balance between tactical and strategic might shift to tactical, because if what you said is implemented, armies will have more advantage than strategic nuke spell. I want the tactical aspect and strategic aspect of the game to be balance, and imo it's very balanced right now.

Reply #37 Top


LoL   Not wanting game mechanics changed that work fine already is a reasonable thought.

May I quote    "I can't think of any reason why this shouldn't be the case."  Others have.

So,  are personal attacks now allowed on this forum.

Game play tip - Have a road builder travel with your armies.  A horse road builder with scout will enter any square except rivers for 1 movement point.  He can easily build a road into the cleared den square and build several squares past it.  If the army has at least one  movement point left, it will enter the den square for 1/4 movement point and then be able to follow the roadbuilder on the just built road.

I also build roads to the dens without the army present.  Having two road builders tag team can allow armies to travel eight squares per turn. Or more with buffs.

The options already in the game can solve the issue of slow movement.

In my games horse/scout/roadbuilders are one of the most important units that can be made.  They are probably too overpowered.  It would maybe be more realistic to not allow roadbuilders to equip with horses.

 

My armies move fast in all situations. 

 

Reply #38 Top

Quoting jimclin, reply 37

May I quote    "I can't think of any reason why this shouldn't be the case."  Others have.
 
End of jimclin's quote

Right, this change would certainly change the tactics of moving armies around. While, e.g., "sometimes I don't want to clear lairs" (etc) is a perfectly fine reason, I would say, "in that case don't attack the guardian". This is clearly a change of tactics (forced upon you by a rule change). I don't think this type of tactical change is a bad thing which is why I (still) don't think there are any reasons not to change the rule. I prefer the game flow to be (slightly) faster and thus prefer this tactical situation.

In this thread, I have (1) better figured out what this change means and what I prefer about it and (2) that most people disagree. It looks like I will be playing a game that is (ever-so-slightly) not the one I'd prefer. That's fine.

Quoting jimclin, reply 37

My armies move fast in all situations.
 
End of jimclin's quote

Those tips are good and I will certainly do similarly in future games. I would prefer not to have to do that, though, and even more so to have the AI on a more equal footing. But it is certainly good that there are ways to alleviate slow movement.

Quoting jimclin, reply 37

So,  are personal attacks now allowed on this forum.
 
End of jimclin's quote

Probably not, but you were much better behaved this time around. ;-)

 

Addendum: yes, I realize this is an inordinate amount of discussion on a minor issue. But what is life really for, anyway?