fleeing

  1. orbitup

    Slaughter The Cowards

    I'm sure I'm not alone when I say I enjoy chasing down fleeing enemies for cheap XP right? Why is it that the AI can locate them but I can't? I just end up watching the direction my guys are running and head that way. I wouldn't want L Alt to show me fleeing enemies during the battle but it...
  2. Enemies should surrender instead of fleeing and die

    Half of the battles duration is chasing enemies at the end. This is not fun. I already suggested npc being able to fight back Now I suggest that enemies should decide surrender (individually and as a group) under certain circumstances. They should decide whether to flee or surrender in order...
  3. Auto-issue a “charge” command at the conclusion of a battle

    Recently, we lost the ability to issue commands after the last enemy troops begin to flee. And half the troops are now dedicated to celebrating their win. The other half continue on with whatever command they had been given prior to the last enemy troop deciding to feel. This means that troops...
  4. Fleeing troops should defend themselves and fight back

    I would like to have fleeing troops being more active in protecting themselves. The way it works now gives no challenge or fun in killing routing troops and yet it represents a significant percentage of the total battle duration. That said, think a simple and good solution would be allowing...
  5. Fleeing

    The treshold for fleeing is far too low, both for enemies and members of the player's party. Several times, I've seen all party members flee when we could have won, and where moral was very high before the battle.
  6. Roger678

    [e1.5.0] Fleeing and Battle Ending Behavior

    Summary: I noticed on e1.5.0 that when enemies flee the game no longer says we won till ALL the enemies are dead or off the map. This feels weird and less natural. I don't always want to run enemies down and murder them. When the enemy line breaks and runs, I would rather my men celebrate a good...
  7. In Progress Melee cavalry gloat instead of attacking fleeing enemies

    Once you win a battle and your enemy starts running, some of your melee cavalry can't be bothered to swing a sword/thrust a a lance at a fleeing enemy, and instead hold their weapons aloft in celebration. Now it's a nice animation, but the problem is that they are still pursuing the enemy unit...
  8. Monkey

    Resolved [1.4.1] Repeated long hangs during big battles

    I have this 900+ game days (started in 1.3.0) save where I was so close to finishing the last "destroy <kingdom>" quest from the main line but just decided to give up on playing. The reason is the game started hanging during big battles. It doesn't crash. It just hangs - nothing happens - and my...
  9. Bannerman Man

    Resolved [Beta 1.4.1] NPC in a neutral town becomes trapped if war is declared while still inside.

    Summary: If an NPC is in a neutral town when a war is declared between the two factions, that NPC can become trapped in the town when there is an impasse between them and another hostile party nearby or in the same town. Villagers and caravans that enter the town will also become trapped until...
  10. Kakuna Rattata

    Resolved "Enemy are fleeing" not actually fleeing.

    Summary: I recently was fighting a big army vs army battle, around 700 vs 600. We were at a standstill, with their forces only having around 70 troops left and I was scouting around to find a good attack angle to finish them off, when their leader charged my line by himself. Soon after he was...
  11. Improve grand strategy

    Playing so far, i believe the worst part of the game is the grand strategy. I'm not expecting something at the level of crusader kings, but there are a few things that really broke immersion. Here a list of fix/suggestion: Since i joined the Aserai kingdom, they are constantly at war, and with...
  12. MightyMidgit

    Call for Retreat, and your troop run INTO the enemy?

    When you call for retreat, your troop run towards the edge of the map, but there seems to be no logic which edge they head for. Quite often they will run to the FURTHEST edge of the map instead of the closest, or run relatively towards they enemy instead of the exact opposite direction. Try it...
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