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Home › Forums › Age of Wonders 3 Discussions › Please make settler/builder automatically destroyed when attacked
This topic contains 17 replies, has 11 voices, and was last updated by Sifer2 8 years, 3 months ago.
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April 5, 2014 at 21:46 #68237
Not sure what others think about this idea but please change where builder/settler will be automatically destroyed when attacked by a unit. It is ridiculous that when I was attacking a settler up close, my juggernaut had to ram itself to the settler for 2 turns before it could destroy it. It is just ridiculous that it would take time for a juggernaut to destroy a settler when it can clear jungles just by passing through it.
April 5, 2014 at 21:56 #68251There’s a useful function for builders and settlers in combat. If they’re supported by other army units they can be used to keep ranged units engaged or to make melee units waste their attacks and keeping damage away from your proper military units.
Personally I like being given the choice on which unit to level up or gain experience when there are helpless settlers and builders on the tactical map.
April 5, 2014 at 21:56 #68253yeah it annoyed me as well (though its not that important)
actually i would suggest ending a battle entirely as soon as only a settler/builder is left. its annoying enough run them down. im not sure if this is feasible in any way but who knows
EDIT: interesting Idea harlequin 😛 well the ai only lets them run
April 5, 2014 at 21:57 #68254Actually didn’t read the one crucial line “when it’s the only unit left”.
Agreed, then. Except Harleyquin’s comment just changed my mind.
Free xp, huzzah!April 5, 2014 at 21:59 #68260It’s not my idea, iHunterKiller demonstrated this in one of his Let’s Play videos.
April 5, 2014 at 22:02 #68267I don’t think this is all that important… Sometimes you can use Settlers/Builders in interesting ways in battles.
And if you’re tired of chasing them down… Just turn on auto-combat and put the game speed up to 4x speed, and take a few sips of coffee while your units take it out. It really doesn’t take that long.
April 5, 2014 at 22:03 #68270Hmmmm. Never really thought of using them as arrow fodder. So far I am trying to ensure that I lose as little men as possible. But its just ridiculous when they usually hide inside the city and when I was about to attack it, my juggernaut never crushed it in one attack.
April 5, 2014 at 22:05 #68275I kinda agree. If a settler/builder is the only thing on the map, it should either die, or perhaps have a chance of being captured?
April 5, 2014 at 22:07 #68280Why…? I mean, if your builder gets caught out by a scout, why should it die instantly? It can’t defend itself, sure, but I could choose to protect it with spell support. Having it automatically killed denies me the ability to shield my units with fireballs. Can’t say I’m a fan of that idea.
April 5, 2014 at 22:09 #68284another fair point, damn am i the only one who always sends UNITS with my settlers? 😛
April 5, 2014 at 22:16 #68295Why…? I mean, if your builder gets caught out by a scout, why should it die instantly? It can’t defend itself, sure, but I could choose to protect it with spell support. Having it automatically killed denies me the ability to shield my units with fireballs. Can’t say I’m a fan of that idea.
Fair enough, truth be told, I can’t think of something else other than the drastic measure of making them auto-die when attacked or even with the chance of being captured. I could imagine some situation where I might scrape through with the skin on my teeth by some magic when I have some settlers attacked by bandits but what annoys me a bit (not really gamebreaking or anything but its just a bit annoying) was that how the heck could a juggernaut not kill a settler in one go? I think I could have killed it in one go with a mortar blast but my point is, how could something that could destroy jungles as it passes through it not kill a settler, that it could easily tread on, in one go? Would have been understandable if it had magical buffs but it didn’t have a single one.
April 5, 2014 at 22:27 #68312Why…? I mean, if your builder gets caught out by a scout, why should it die instantly? It can’t defend itself, sure, but I could choose to protect it with spell support. Having it automatically killed denies me the ability to shield my units with fireballs. Can’t say I’m a fan of that idea.
excellent point, hadn’t thought of that.
April 5, 2014 at 22:39 #68331As the battle ends, after the last defender is killed, the combat camera focuses on the settlers wagon as it burst into flames (fireball/or sabotage gif) and burns too a crisp. Que the victory music.
April 5, 2014 at 23:07 #68379Please leave settlers and builders alone.
I routinely convert/charm/dominate these guys when I meet them in battle.
I like free settlers.April 5, 2014 at 23:36 #68396Either that or give them a very weak attack of some sort?
If I was going out into a wilderness filled with scary monsters and psychotic AI leaders, I would at least bring a club or sling. Especially if no one was there to guard me.
April 5, 2014 at 23:41 #68401Either that or give them a very weak attack of some sort?
If I was going out into a wilderness filled with scary monsters and psychotic AI leaders, I would at least bring a club or sling. Especially if no one was there to guard me.
Settlers have always been unarmed in this series, probably because no one wants the shame of seeing “battle lost” when they used a cheap unit to attack the “weak” settler unit.
April 5, 2014 at 23:46 #68407I could very easily picture a small unit of infantry getting trampled by the oxen pulling the wagons 😉
April 6, 2014 at 01:30 #68503Please leave settlers and builders alone.<br>
I routinely convert/charm/dominate these guys when I meet them in battle.<br>
I like free settlers.Wow that’s pretty dirty lol.
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