I keep seeing things in patch notes saying these things have been fixed, yet they are not.
Just wondering. For a friend.
Just wondering. For a friend.
You mean you never had a bug which you fixed just to realize there is another problem with that, so you have to fix it again.. and again.. and again?- Fixed the rewards for An Eternal Instant
- Actually fixed the rewards for An Eternal Instant (please work this time)
- Fixed the rewards for An Eternal Instant for the third time (really, how many typos can one man make???)
- quiet sob Fixed the rewards for An Eternal Instant yet again
For me its just that Patrol is bugged, maybe I dont remember the old times, but for me. When i patrolled, and enemy units appeared, units that spotted them first somewhat "alerted" other units that attacked buildings that didnt see them (most notibly, and frustrating with archer/xbow). So those archers would stop attacking the building and move to attack the enemy unit. maybe i am wrong but in DE the archers dont have combined intelligence and dont "talk" with each other, if that makes sense to you.
So now instead of your scout or lc hitting a monk you tell it to, it veers off attacking a unit/building that is closer to its pov.
Are you patrolling here or clicking the monk?Just made this incredibly accurate scientific test since I've never experienced this behavior myself.
You sure there's not something wrong with your settings?
Are you patrolling here or clicking the monk?
I think the complaint is that units will sometimes get "distracted" by buildings when you patrol in. This creates a defenders advantage because if you are fighting in your enemies base, oftentimes melee units don't fight as effectively.
I have experienced this with MAA and scouts, most notably when raiding the enemy's woodlines. if there's a weak vil stuck in there and you right click it, the scouts try to get to them, and if they cant immediately reach it or get stuck, they will automatically start attacking another vil. I believe this behavior changes if you put your scouts on Stand ground, then the scouts will keep trying to reach that weak vil, and only change target if another vil touches/attacks your scout. If your scouts are in aggressive stance, they will look for a new vil in the vicinity if they are unable to reach the vil you right click.Myth explicitly said "right clicking" and not patrolling.
So yeah I right clicked the monk once.
I have experienced this with MAA and scouts, most notably when raiding the enemy's woodlines. if there's a weak vil stuck in there and you right click it, the scouts try to get to them, and if they cant immediately reach it or get stuck, they will automatically start attacking another vil. I believe this behavior changes if you put your scouts on Stand ground, then the scouts will keep trying to reach that weak vil, and only change target if another vil touches/attacks your scout. If your scouts are in aggressive stance, they will look for a new vil in the vicinity if they are unable to reach the vil you right click.
Similar behavior noticed with knights and melee units in general as well
Correct, but this has been the case since AoC, nothing to do with DE specifically
DE's hitboxes with some buildings / units are chunkier. IE: The issue with targeting vils behind a castle is a DE thing.
Agreed, but that's not what the user I responded to was talking about I believe...
Sorta, the villagers at times seem to be chunkier, which can be relevant w/ the behavior he discussed.
Correct, but this has been the case since AoC, nothing to do with DE specifically
I think another reason is also the melee pathing in DE if im being really honest. Melee units in DE are just not as "smooth" when attacking, which is very evident when you see knights try to surround or scouts in a woodline.Sorta, the villagers at times seem to be chunkier, which can be relevant w/ the behavior he discussed.
Yes, that's how it works nowadays, you need to press ctrl+right click to ignore everything and attack the unit you want, else they attack closest target(not buildings). It's annoying a bit due we used to different way, but maybe just need to get used to ctrl buttonMy cav at times don't attack the seige, even when I explicitly click on the siege weapon (they aren't behind walls or something, just behind the pikes. Can reach if you ignore the pikes and run around).
Instead it runs into the pikes and attack them instead..........
Has this happened to anyone else?
Wow, I didn't know that at all.Yes, that's how it works nowadays, you need to press ctrl+right click to ignore everything and attack the unit you want, else they attack closest target(not buildings). It's annoying a bit due we used to different way, but maybe just need to get used to ctrl button
I think like few months ago or maybe more with the change with tons of patch notes, where woad raiders ,berserkers, samurais in castle age got buffed. Or maybe after that one, im not sure anymore, but it's a while now, although I personally didn't get used to ctrl click yetWow, I didn't know that at all.
When was this change made?
Yes, that's how it works nowadays, you need to press ctrl+right click to ignore everything and attack the unit you want, else they attack closest target(not buildings). It's annoying a bit due we used to different way, but maybe just need to get used to ctrl button
Well I somewhat agree, although that might be an issue for older players, in theory it adds extra option, it works as attack move, except it avoids buildings kind of. So having more options in theory is not really worse, I think main issue here is that most people are used to the different response of right click. Is similar that you have to use stand ground for scouts to behave properly, that makes zero sense to me either, although seems that one is already used by people and most do not whine about that or I didn't notice.Such a shame that one can boot up 1.0c and see better pathing behavior.
Wish there was more pushback on these "hold control to do what is normal behavior." Extra inputs are not a solution, they are a workaround to poor coding.
We didn't really need this, since "attack move" did pretty much the same thing.Well I somewhat agree, although that might be an issue for older players, in theory it adds extra option, it works as attack move, except it avoids buildings kind of. So having more options in theory is not really worse, I think main issue here is that most people are used to the different response of right click. Is similar that you have to use stand ground for scouts to behave properly, that makes zero sense to me either, although seems that one is already used by people and most do not whine about that or I didn't notice.
I trush pretty frequently because I'm a toxic MazerF***er and I have not encountered this issue since the fix. The only time I ever see my towers prioritizing buildings is when I have specifically tasked the tower to attack a wall etc and it will continue attacking the wall until I tell it to attack unitsDefensive buildings prioritizing to attack other buildings over units has been completely fixed since at least a few months now I believe, if you can get your hands on a recorded game of that please submit it to the bug reports forum on the ageofempires website (yes, it does get checked).
I would imagine because pathing sucks and units were not attacking anything at all, so they made right click to at least attack nearest units :DWe didn't really need this, since "attack move" did pretty much the same thing.
What was really the point of changing the regular right clock?