Firstly I'll say that Userpatch is overall a better patch for AOC than 1.0c. There's also a lot of issues I've encountered with it which spoil the patch. I'm making this topic to see firstly if I can get a response to the issue, and to see if anything can/will/won't be done about it.
This is from a CS perspective where we try to utilize massive military micro/macro to it's fullest on fast speed, and we don't have to worry about managing economy and other RM elements generally - so we spend a lot more time using micro. I'm guessing the following issues are not noticed in Rm/Dm because the play style is so different. Hence why I'm wondering if the issues will be addressed or ignored simply because of the Rm/Dm mentality of "**** off CS".
The issues are:
-The stand ground function is imperfect. Units will still wander a few tiles if they're hit by a projectile to chase the enemy unit, instead of standing ground where you specifically don't want them to move (ie they're not being patrolled). Problem becomes more dramatic in lag obviously.
-The pathing units take to reach a destination can be outright hilarious at times. What I mean is instead of taking the shortest path, they can pick some random pathing which at times takes twice the time to reach same destination, or take them to a dead-end when there's a clear opening to the destination. I've had this problem multiple times, and it was never present in 1.0c.
I've had a single unit make a 3 tile walk turn into a 6 tile move by moving in a L-shape instead of a straight line, with no obstacles or distractions around.
-Hero units are extremely unresponsive in UserPatch. We did have this issue with melee Hero units in 1.0c; however we could mitigate the problem by using the unit in stand ground position. This doesn't work very well in UserPatch, and we've had to further mitigate the problem by using No-Attack stance, which as you should see, isn't ideal in this kind of game. Especially when trying to control anywhere from 40-200 units at once.
-Another problem which relates to the stand ground function involving ranged Heroes is how uncertain they are with commands you give them. To put it into perspective, I'll illustrate a scenario where it's all too common to happen. You have two players with a Ghenghis Khan hero with AP/Hp bonus fighting each other. They also have 40 melee units which upgrade when kills are accumlated. These melee units are effectively used as a meat-shield (like you would use Hussar to protect ranged units in Rm) which allow for tactical manipulations of the Hero Ghengis units to attack each other, bait or simply pull out of a fight.
The problem is we use stand ground so the Hero unit doesn't run off into the crowd and get swarmed/trapped to become an easy casualty to enemy; however, the Hero unit is very temperamental with commands you give it (commands as such that worked flawlessly in 1.0c). Something as simple as clicking the enemy Khan unit for attack will result in our Hero unit staying put, or choosing to shoot the meat-shield units instead.
-Units love to auto retaliate to enemy hits when you're not patrolling, and sending them to do another task (ie raze a building/raid a base/send to elevated area with ranged). This is particularly frustrating when there's a small opening/timeline for you to breach a weak spot in the enemies base, and you can't use it because units prefer to fight then go to the destination you've sent them. I stress, we are not using patrol when this issue occurs.
-Tasking units to raze a building some tiles away can often result in the units (particularly melee units) reaching the building/gate (especially gates) and just standing next to it sitting idle. This will happen regardless of stance used.
-This issue was fairly prevalent in naval battles in 1.0c, fairly rare in land battles. Say you're patrolling units into a fight (melee fight/ranged fight/naval fight) and you want to pull out because you're losing too many units. Instead of directly drawing back to where you click, the units will move 5-10 tiles forward (into enemy fire) before turning around and retreating. Essentially you're losing a lot of units for a simple retreat action.
-Units can freeze in a patrol, especially shorter patrols or if an enemy straggler units walks through the 40 man patrol. On fast speed with low-HP units which upgrade quickly with accumulated kills, you can throw a game away because of a patrol stall.
These are issues I can think of at the top of my head that we encounter every 1-2 games we play. This isn't for CBA either, any ****** can play that well enough. If you're interested in addressing these problems and fixing them, I can post more I remember or encounter over time.
I'll sign off saying well done on the patch so far, and I hope you're motivated to improve it further so it benefits not just Rm/Dm, but also the black sheep sibling known as CS.
This is from a CS perspective where we try to utilize massive military micro/macro to it's fullest on fast speed, and we don't have to worry about managing economy and other RM elements generally - so we spend a lot more time using micro. I'm guessing the following issues are not noticed in Rm/Dm because the play style is so different. Hence why I'm wondering if the issues will be addressed or ignored simply because of the Rm/Dm mentality of "**** off CS".
The issues are:
-The stand ground function is imperfect. Units will still wander a few tiles if they're hit by a projectile to chase the enemy unit, instead of standing ground where you specifically don't want them to move (ie they're not being patrolled). Problem becomes more dramatic in lag obviously.
-The pathing units take to reach a destination can be outright hilarious at times. What I mean is instead of taking the shortest path, they can pick some random pathing which at times takes twice the time to reach same destination, or take them to a dead-end when there's a clear opening to the destination. I've had this problem multiple times, and it was never present in 1.0c.
I've had a single unit make a 3 tile walk turn into a 6 tile move by moving in a L-shape instead of a straight line, with no obstacles or distractions around.
-Hero units are extremely unresponsive in UserPatch. We did have this issue with melee Hero units in 1.0c; however we could mitigate the problem by using the unit in stand ground position. This doesn't work very well in UserPatch, and we've had to further mitigate the problem by using No-Attack stance, which as you should see, isn't ideal in this kind of game. Especially when trying to control anywhere from 40-200 units at once.
-Another problem which relates to the stand ground function involving ranged Heroes is how uncertain they are with commands you give them. To put it into perspective, I'll illustrate a scenario where it's all too common to happen. You have two players with a Ghenghis Khan hero with AP/Hp bonus fighting each other. They also have 40 melee units which upgrade when kills are accumlated. These melee units are effectively used as a meat-shield (like you would use Hussar to protect ranged units in Rm) which allow for tactical manipulations of the Hero Ghengis units to attack each other, bait or simply pull out of a fight.
The problem is we use stand ground so the Hero unit doesn't run off into the crowd and get swarmed/trapped to become an easy casualty to enemy; however, the Hero unit is very temperamental with commands you give it (commands as such that worked flawlessly in 1.0c). Something as simple as clicking the enemy Khan unit for attack will result in our Hero unit staying put, or choosing to shoot the meat-shield units instead.
-Units love to auto retaliate to enemy hits when you're not patrolling, and sending them to do another task (ie raze a building/raid a base/send to elevated area with ranged). This is particularly frustrating when there's a small opening/timeline for you to breach a weak spot in the enemies base, and you can't use it because units prefer to fight then go to the destination you've sent them. I stress, we are not using patrol when this issue occurs.
-Tasking units to raze a building some tiles away can often result in the units (particularly melee units) reaching the building/gate (especially gates) and just standing next to it sitting idle. This will happen regardless of stance used.
-This issue was fairly prevalent in naval battles in 1.0c, fairly rare in land battles. Say you're patrolling units into a fight (melee fight/ranged fight/naval fight) and you want to pull out because you're losing too many units. Instead of directly drawing back to where you click, the units will move 5-10 tiles forward (into enemy fire) before turning around and retreating. Essentially you're losing a lot of units for a simple retreat action.
-Units can freeze in a patrol, especially shorter patrols or if an enemy straggler units walks through the 40 man patrol. On fast speed with low-HP units which upgrade quickly with accumulated kills, you can throw a game away because of a patrol stall.
These are issues I can think of at the top of my head that we encounter every 1-2 games we play. This isn't for CBA either, any ****** can play that well enough. If you're interested in addressing these problems and fixing them, I can post more I remember or encounter over time.
I'll sign off saying well done on the patch so far, and I hope you're motivated to improve it further so it benefits not just Rm/Dm, but also the black sheep sibling known as CS.