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Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Miscellaneous > Archive > Civ3-General-Archive > Fast Units no longer retreating at low health
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Alexoin is offline Alexoin
Settler

Nov 2001
time: 05:22
Red face  Old Post 04-10-2002 21:39
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Fast Units no longer retreating at low health Increase the size of your Attachments

Im attacking a fortified spearman unit with Knight. The thing is the Knight will fight to death (not retreat at 1 hp) thus making it a very expansive attempt to capture a city

is it a bug with 1.29f, or have I mishit an option when creating my mod that has disabled the retreat for the Knights...

Demerzel is offline Demerzel
Warlord

Jul 2002
time: 05:22
  Old Post 04-10-2002 21:46
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In the last patch, fast moving units don't always get to retreat. I believe there is a random number chance that dictates whether they are unable to retreat from battle.

IIRC, it was to prevent fast moving units from always escaping battle and making a player/AI with all fast moving units versus an enemy with all slow units from having too much of an advantage.

Ethelred is offline Ethelred
King

Mar 2002
time: 21:22
  Old Post 04-10-2002 22:42
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Re: Fast Units no longer retreating at low health Lose 30 kilos (of popups)

quote:
Originally posted by Alexoin
Im attacking a fortified spearman unit with Knight. The thing is the Knight will fight to death (not retreat at 1 hp) thus making it a very expansive attempt to capture a city


If the knight gets down to one hit it will ATTEMPT to retreat. There is a 50% chance of retreat. The other 50% it fails to break off and must continue. PLUS if the spearman gets down to one hit there is no retreat check. The last was always the case. The 50% retreat test was added in one of the early patches long before 1.29f because the fast units were doing so well it was unbalancing the game.

Jaybe is offline Jaybe

King
Las Vegas, NV USA
Sep 2001
time: 21:22
  Old Post 04-10-2002 23:16
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Fast units' probability of retreat varies with experience level. This began with version 1.17.
Regular Unit: 50%
Veteran: 58%
Elite: 66 (or 67)%
Conscript: 43% (?)

Ethelred is offline Ethelred
King

Mar 2002
time: 21:22
  Old Post 05-10-2002 01:12
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I see that was changed now. I just checked the readme. A retreat bonus was added to the editor in 1.21f according to the changes log.

I checked the editor you were close.


Conscript: 34%
Regular Unit: 50%
Veteran: 58%
Elite: 66 %

Which makes elites even more usefull than I thought.

alva is offline alva
Emperor
Republic of Flanders
Sep 2001
time: 06:22
  Old Post 05-10-2002 16:08
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What happens when for example, you atack with an elite that doesn't have full hp?? Le'ts say 3/5.
Is it then considered an Elite, or a regular with regard to retreat bonus percentages??

Alexoin is offline Alexoin
Settler

Nov 2001
time: 05:22
  Old Post 05-10-2002 20:13
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oh well did vaguely remember seeing something about retreating in one of the patch files. Anyone know if it is affected by difficulty level aswell as troop rank?

Ahh dammit just found cause the mod was originally designed before 1.21 patch and transferred through my retreat bonuses are set to 0/0/0 and oh 0

cyclotron7 is offline cyclotron7
King
Drowning in Schnitzel
Jan 2001
time: 21:22
  Old Post 05-10-2002 21:14
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Tough break... I bet your knights were wondering why you wouldn't let the run away.

Ethelred is offline Ethelred
King

Mar 2002
time: 21:22
  Old Post 06-10-2002 00:09
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quote:
Originally posted by alva848
What happens when for example, you atack with an elite that doesn't have full hp?? Le'ts say 3/5.
Is it then considered an Elite, or a regular with regard to retreat bonus percentages??


They are still marked as elite in the info box. The editor's retreat setting is for the experience level not the hit points. So hits remaining won't matter. Even in a mod with double hit points an elite unit is still elite no matter how hits it has.

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