Messing around in boats

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Messing around in boats

Postby Pillager » Tue Dec 14, 2010 8:25 pm

How does naval combat work? I though all units were created equal (once they turned into boats) but that doesn't seem to be the case.
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Re: Messing around in boats

Postby Jahukott » Tue Dec 14, 2010 10:33 pm

Warpedia wrote:Battles on water
When fighting on water the base strength is capped at STR 4 for all land units, group bonuses will still apply for land units. Full strength and bonuses are still applied to flying units in the stack.
If a hero and a flying unit is present the hero will fly on the unit and receive his bonuses and strength. If you fight on water with a hero and the unit that the hero is flying on dies he will drown with his items at the end of the player with the heros turn. If he was a boat before battle he will remain a boat.
If there is a boat or another flying unit with the hero at the end of the turn he will survive.


IIRC boat units were equal in Warlords2 (STR 2?), you might be thinking of that.
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Re: Messing around in boats

Postby Pillager » Tue Dec 14, 2010 11:23 pm

Thanks Jahukott, missed that somehow.
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Re: Messing around in boats

Postby KGB » Wed Dec 15, 2010 12:02 am

Right now there is a bug in that a hero in a boat is giving his command bonus (but not his stack bonus in the case of a Dreadlord) to the boats.

The current system works much better than Warlords 2 and is how DLR worked.

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Re: Messing around in boats

Postby KGB » Thu Dec 16, 2010 1:45 am

I know this has been discussed before but the concept of changing to/from boats still is frustrating and confusing at times.

For example in a game I am in, I wanted to land my hero/Medusa/Giant on shore and attack a city. Problem is that the square next to the shore is swamp and I can't move there with no moves. So I am stuck on the port. No problem, I think, I'll move the 4 Orcs I have on land ready to join the hero to my hero on the port, group them and then move onto the land because Orcs have swamp move. Plus I want to protect my hero with extra units because my opponent might attack.

Unfortunately, putting those 2 groups together does not do what I want. I don't get 1 group. Instead, I get 2 separate groups, one coming ashore and one going ashore. Even though I can group them, if I try to move on to land or back to water I get endless out of sync errors.

Next turn starts, I again group, try to move and again get out of sync errors. I am forced to split the stacks even though both appear as boats (and look like one stack), then sail half out to sea and re-land to make a stack that is still unable to reach a city 1 square from shore. So in essence 2 turns are wasted trying to do something as simple as group land/water units together.

Really it would be nice if the port square itself could be specially designated so that when you move exactly on it and stop there you drop to 2 moves (as you do now). But then from that spot you can go back on land or out to shore. That would allow land/water units to group properly so that even if they can't move any more than turn, they would have full moves next turn to either water OR land.

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Re: Messing around in boats

Postby SnotlinG » Thu Dec 16, 2010 9:49 am

The logic for the anchor/port is pretty simple, as it just converts whoever lands there to the other type (land/sea).

But I understand your point, and I understand its a bit annoying. This is something we might consider for beta4 or beta5. The reason is the codechange is probably a bit more messy than one would think, as instead of doing the change between land/sea when entering the specific anchor tile, we would then need to add new logic to check when leaving this specific tile.
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