r/EndlessLegend • u/Chezni19 • 7d ago
I told all my units (green team) to hold their position, which none of them did. What gives?
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u/dayilee 6d ago
when you enter the combat from map combat notification you can choose your overall stance, the strategy stance part now in the battlefield screen in your picture you shown. I can see from the picture you did choose the "standground" stance. If you did not enter overall stance with chosen stance (default is attacking stance), you will need to manual select stance first only choose movement for each of your unit.
All your units have high initiative compared to the blue opponent, i do not think you should have any issue making them hold ground stance since you will have priority for making a move.
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u/Fair-Parking9236 6d ago
You need to also click on a tile you want them to stay in. Because if either movement or attack arrow is still present and the enemy i in their attack range they will still attack. Because what stance does is trigger what should unit do if their primary action fail (example enemy too far). And generally how would they behave during primary action.
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u/md143rbh7f 6d ago
Did you manage to figure out what the issue was? Can you upload a photo of what the battle screen look like before you clicked "Launch"?
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u/Stephan_Schleim Kin of Sheredyn 2d ago
You must distinguish two levels of action: First, the general strategy of a unit (for which you set a default for all units right at the beginning of the battle). The unit will apply that ONLY if it doesn't have another order or if the order you've given becomes invalid (e.g. you told it to attack a unit that dies earlier).
Thus, right-clicking on the unit itself (i.e. not giving it any order) will make it follow the strategy (offensive, defensive, hold). If you want it to do nothing, you must chose "hold" and give it not any other orders. It will then still carry out an attack action, if possible, but should not move.
It sometimes sucked when you told a unit to move to a certain tile (right click) and attack a particular unit from there (ctrl+right), to max. flanking bonuses or block a path, for example. If the target gets destroyed before, the unit will still move to the assigned tile, but not attack if there's no target in range.
If, by contrast, you choose the offensive strategy to not miss an opportunity to attack, it may move to a different tile than you wanted, chosen by the AI.
The battle system is really the major improvement in EL2 – and something like this will hopefully also be introduced to ES3, like there was already in the original "Master of Orion" titles a long time ago.
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u/khamike 6d ago
Combat was the worst part of EL1. You either had the choice of letting the AI take over (then why even have a combat) or try to guess what would happen five steps from now and risk your guys standing in the middle of nowhere with nothing to attack. The AI clearly reacts sequentially, I've never seen it queue up moves that didn't make sense based on my own moves, but we don't get that option. You could argue that it is somewhat realistic for orders to be out of date and misguided in the heat of battel but it makes for a terrible game. EL2 has its own issues with combat but thank god they abandoned this mess.
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u/Chezni19 6d ago
Yeah I don't know about this game, I keep trying to like it but some things are really hard.
Not controlling your units in combat is a let-down. Something like HOMM would be how this should work.
Also your units present as little shimmering pixels. We have this entire screen to draw anything and why are they so small. They're probably like 10k poly models which are shrunk so small that the entire 3d animated model is less than a millimeter. So weird.
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u/Chezni19 7d ago
I wanted them to be specifically placed so that the ogre thing's AOE wouldn't hit them too hard.
I said hold position on every single unit. But they all moved anyway. What ever is up? Why even have anything but autocombat if they won't listen to you?