It's classical era. I have 6 units in my entire empire. A stack of 4 and a stack of 2. I declare war on Brown AI. Orange and Purple AIs also declare war on Brown AI, none of us are allied with anybody. It's a pile on against brown. Purple AI besieges Brown's capital. I had a stack of 4 units WITHIN MY OWN BORDERS, but within the reinforcement range of the battle so here's what happens.
My turn comes, I can't move my units because they're in a battle. Except they're not actually participating the battle, I am not Allied with either Purple or Orange, I can't attack in said battle. And it's not even a battle, it's a siege and the AI is waiting to build up rams. My stack of 4 is at the edge of the reinforcement range, the last tile that it reaches, and because of that, they are unable to move. Half my entire army was unable to move for 7 turns. SEVEN TURNS!
Okay, that was annoying, but not the end of the world, surely? Right? Well here's the thing, Purple LOST the siege and immediately Orange also starts a siege locking my stack of 4 units for 7 additional turns. What the actual hot diggity dam I am pissed.
So that's annoying but it's just one weirdly specific scenario, right?
No. Reinforcement ALWAYS acts strange. Let's say there's an annoying single unit stack in my territory and I want to chase it down. I have two different armies, either of which could take it down, however if I attack it, they will retreat. So what do you do? Well, simple, anticipate the retreat path and intercept with your second stack of units. Except no. You can't do that. The movement is used up on BOTH stacks of units the moment the first stack attacks, whether I want it to or not. Reinforcement consumes your movement whether you intend to use the reinforcing unit or not and it's annoying and I don't know how to stop that.
But here's the worse part, it seems to do this EVEN WHEN REINFORCEMENT ISN'T EVEN RESEARCHED. I tried to do maneuvers like this in the nomadic tribe era and it STILL HAPPENS. I have no idea how or why the movement is consumed on my units when they literally don't have the ability to reinforce each other. I just want to kill off tribals to keep them from claiming lands I intend to use. I already have to use 2 scouts per 1 scout of the AI's because I play on high difficulty settings, but I can't even use 2 stacks of 2 scouts each to kill off 1 scout of theirs without them retreating away because of the movement getting consumed on both stacks.
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As you point out, without the Reinforcement ability (Organized Warfare Technology), every unit or army standing in the battle area (and not directly engaged in the battle) will be stuck/locked during the battle, which can last several turns depending on the total number of units of both sides engaged in battle.
It is intented, specifically to prevent steamrolling your opponent if you outnumber him/her with more and/or stronger units. Secondly, because whenever you engage in a battle, you and your opponent have the ability to retreat one time, but if you are engaged in another battle on the same turn you retreated, you will have to fight it without being able to retreat. Again, it's a matter of balance agasint steamrolling.
I get it can be a bit frustrating at first (and I remember that feeling during the first OpenDev in August, last year), but if you're not so familiar with the game already, I'd advice you to :
- Select "Beginner" in Tutorial Level and reset it, in Settings > Gameplay
- Take the time to preview the battle area before engaging in battles, like so (hold your right mouse button and hover the mouse over the opponent unit) :
This way, you'll have time to move out of the battle area all the units you don't want to be stuck/locked by the battle.
I could see a potential fix to this issue by allowing units to optionally "retreat" if they're caught in a third party war zone. Better than being stuck for turns upon turns.
As you point out, without the Reinforcement ability (Organized Warfare Technology), every unit or army standing in the battle area (and not directly engaged in the battle) will be stuck/locked during the battle, which can last several turns depending on the total number of units of both sides engaged in battle.
It is intented, specifically to prevent steamrolling your opponent if you outnumber him/her with more and/or stronger units. Secondly, because whenever you engage in a battle, you and your opponent have the ability to retreat one time, but if you are engaged in another battle on the same turn you retreated, you will have to fight it without being able to retreat. Again, it's a matter of balance agasint steamrolling.
I get it can be a bit frustrating at first (and I remember that feeling during the first OpenDev in August, last year), but if you're not so familiar with the game already, I'd advice you to :
- Select "Beginner" in Tutorial Level and reset it, in Settings > Gameplay
- Take the time to preview the battle area before engaging in battles, like so (hold your right mouse button and hover the mouse over the opponent unit) :
This way, you'll have time to move out of the battle area all the units you don't want to be stuck/locked by the battle.
Mate, I am playing on the hardest difficulty and winning wars, trust me when I say I understand how it works, I am saying it shouldn't work this way. This "prevention" makes no bloody sense. I mean yeah the scout thing you can counteract by keeping your 2nd stack of scouts far enough, but why? Why does an arbitrary distance have to be included into it, I don't understand what's the point? Is this simulating something that's happening or is this just a game mechanic designed to give an advantage to defenders, because I am sick of this game favoring defenders. Why bother making a good battle system if there's ZERO incentives to actually attack?
Oh and by the by, how the heck is OTHER players fighting near my units blocking my units? I can at least understand preventing steamrolling the sense that you can't attack retreating forces easily, but why is OTHER players attacking OTHER players impact ME?
How is stunlocking half my army for 14 turns fair to me, what if there was an army attacking my cities during that time and I had literally no way to use my units to defend myself? That's not a fair system, and it can be ripe for abuse too, it's something that could easily be exploited.
Laliloluhla wrote:
I could see a potential fix to this issue by allowing units to optionally "retreat" if they're caught in a third party war zone. Better than being stuck for turns upon turns.
Ideally speaking they shouldn't get caught in the zone to begin with. If two players are fighting each other, that shouldn't restrict my units. I mean I can understand if maybe you can't step on certain tiles because there's battle going in that area, but there's better ways to simulate that than locking units into a position or having them retreat to a random location. You could do the same thing that happens when you get caught in the territory of a player without open borders, where you can click to exit the area, but you can't click to move inside of it.
Updated 4 years ago.
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Thats why we should get option to participate in combat on one side or dont participate at all, but devs says its not possible to do combat system more than 1v1 at the moment, ( i mean 1v2, 2v2, 3v1, 3v3 etc. )
Thats why we should get option to participate in combat on one side or dont participate at all, but devs says its not possible to do combat system more than 1v1 at the moment, ( i mean 1v2, 2v2, 3v1, 3v3 etc. )
Honestly I'd be happy if we could just not participate.
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So if I understand this correctly, there can be only one battle going on at the same time per, i guess, territory? With max 2 players participating, and units belonging to other players locked prevented from doing anything until the battle ends?
So in theory, you could lock a large player A army into place, by just having a neverending battle between players B and C in the same area?
I could see a potential fix to this issue by allowing units to optionally "retreat" if they're caught in a third party war zone. Better than being stuck for turns upon turns.
I think we definetely need an option to retreat from combat regardless.
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I could see a potential fix to this issue by allowing units to optionally "retreat" if they're caught in a third party war zone. Better than being stuck for turns upon turns.
I think we definetely need an option to retreat from combat regardless.
Am I not understanding what you're saying? As I'm 100% sure we have a retreat button already for both attacker and defender.
This, and other issues would be fixed by allowing players to decide which units to involve in battle. I get that it may be technically challenging to allow units to walk through a battlefield without interacting with it, but it is often frustrating that battles cause all nearby armies to lose their turn. Not everyone within a 50 mile radius should have to waste a turn chasing away a single scout!
Changlini wrote:Am I not understanding what you're saying? As I'm 100% sure we have a retreat button already for both attacker and defender.
What he is saying is that as the Player, he is not the Attacker ~and~ he is not the defender. The Player is a bystander caught at the bare edge of the battle area. He has no interaction with the battle at all. He can't join the battle. He can't run away from the battle. He is stuck watching, with no way to regain control of his own units. That's what he's upset about ..... and rightly so.
This "feature" is bugging the hell out of me now in live. My army is stuck in this siege, and I'm involved with neither party whatsoever. I desperately want to move this army to engage my actual enemy which is traipsing about my homeland - but I can't! This is a wtf moment for me.
So let me get this straight. I could declare war on a Civ and then lock all its armies for a few turns using a scout or two, and then use my armies to destroy everything else whilst the defender waits for my sieging scouts to end?
I was just browsing this forum and I saw this thread. I had similar situation - one of the AIs attacked a free city and by doing so locked my main army that was really needed elsewhere. I couldn't believe this, I clearly thought this had to be a major bug. I finally loaded an autosave to get back to the turn before this happened and blocked path of AI's army to prevent it from besieging this free city.
The most chilling thing here is Waykot's response. The response makes it like it's a well-thought feature or business like usual. It was here before and thus it's fine and if you think otherwise then start with the tutorial and get used to it. IMHO it's without a doubt a horrible design - removing agency from a player for significant amount of turns because of unrelated event that just happened nearby in the area... Suddenly I feel a bit less optimistic about the future of this otherwise amazing game...
Maybe it simulates that it is pretty difficult/impossible to move through areas that have become battlefields. Anyway Endless Legend had the same logic, didn't it?
On the other side: while we have this strange feature that prevents even outsider units to move around if they get stuck in a newly opened battlefield there's now way to involve allies' armies into battle :D
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