Re: Custers Last Stand
Posted: Sat Mar 21, 2015 5:24 am
1) I don’t think so due to the fact that the default game isn’t programmed around this idea.1. Is there any way of preventing units moving, apart from the two I mentioned (unitglobal and drills)?
2. Do routing units move, at a set speed, regardless of normal speed settings in unitglobal?
2) I think that they move at the speed of double-quick, but that’s guessing!
Or, they move at the speed that you have listed for the run speed.
Hmm, I wasn’t aware that the units changed into a different formation when routing!(b) Try and persuade some kind soul to make me a travois unit. That way the tepee could convert to that whenever it moves. And if it routed, it would be like any other routing unit, and wouldn't look odd. A bit like stationary guns and moving limbered guns having a different sprite.
I think that the routing will occur not from the individual unit but the units as a whole. It’s higher than fifty percent but lower than sixty precent…..My Guess!(c) Amend the OOBs. At the moment I give the camp units very low morale and a headcount of 1. Despite this, I don't actually think that they rout very often, as any casualties will destroy them. To be on the safe side, I could increase morale to the maximum as well. I doubt this would make any difference to gameplay, and should minimize the risk of routs caused by damage to neighboring units. This is obviously a very easy change to make, and I think I will do it anyway.
True!Frankly, the answer is probably whatever you can live with without sacrificing the particular gaming experience which works for your group.![]()
Martin – Your idea probably can still work, I’m just not exactly sure how to make it work at the moment.
The biggest problem is the potential routing of the units, once that’s solved….well…..it’s solved!
I was trying to think of a way of never having the casualties go above fifty-percent, such as never having all of the units from that particular unit involved in the fight.
That would solve the routing problem.
But, does Open Play use the hide feature, or would the hide-feature even work in this case?
Still Thinking!
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Here is a picture of a tent that I stole from the net, I didn't do a very good job with the branches, but I'm not that good with editing! davinci