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There are a number of reasons why units don't move when ordered to do so in towns, whether walls or streets.
The most common I see in videos is that the player has forgotten to change the unit settings. The one I see most often are missile troops where the players has forgotten to turn skirmish mode off. It's obvious why this causes a problem but it's amazing how many players forget to turn it off in the heat of a wall assault.
Another common issue are units assigned to fixed formations or grouped.
In my experience units in a group get really confused in towns because they become conflicted between trying to remain on station in the formation and trying to negotiate the terrain. Likewise, units left in formation or in 'Guard' mode have similar conflicts in negotiating walls and streets.
The final and most awkward and annoying is the situation where the unit is given new orders before it has completed the previous order and finds itself effectively stuck. It can't finish the last order because it no longer has it, but it can't start the next one because it has models stuck in limbo during the process of completing the previous one. e.g. It's on the wall but some of its models are still on the ladder.
I've actually had units freeze completely and refuse to move anywhere for the rest of the battle.
However, assuming the unit is not in guard mode, formation or grouped then sometimes its possible to free it and let it sort itself out.
In my experience the thing to avoid is spamming the attack button. It's usually better to click on an open section of wall beyond the desired location and just tell the unit to Move there.
If that doesn't work then sometimes simply hitting the HALT button and cancelling all of its existing orders allows the unit to sort itself out retrieve its wayward models and re-organise itself ready to receive it's next command.
If all else fails then as a last resort tell it to move off the wall and reform in the street.
Obviously not ideal if your trying to take a gate and the street is awash with enemy cavalry. But it often has to be done to persuade the unit to pull all of its wayward models up the ladders, out of the tower stairway or out of the siege tower.
I find it helps me problem solve these situations if I think of a unit as a string of beads. Each model attached to the others by an invisible chain, so that if one gets stuck in the terrain somewhere the entire unit gets snagged and whilst it might stretch itself it remains anchored to the stuck model.
The only thing that seems to break the chain is routing, and sometimes you will find odd models stuck in doorways and things after an AI unit has fled the battle. I've actually had situations in the past where the battle refused to end because the AI could not exit all it's units. Which is one good reason to always play with the battle timer on.
If a section is at maximum, units that have been ordered to move onto it, will halt until the amount is lowered.
When you play on high unit size, this'll be very noticeable in large towns and cities, large cities maybe and the first 3 tiers of castle.
Including enemies ? Does that mean I can't attack enemies on the wall if they are too many already ? I personally had only one of my units on the wall at the time. I asked them to move to a point where technically there was no enemy units or maybe one at best, and they still didn't move.
You mention unit size, could it be that it becomes near impossible to move units on wall in maximum size settings ?
In answer to Didz : I wasn't grouped, therefore my single unit wasn't in formation. I doubt they were in formation or guard mode, but I'll check next time. If I have to get down my units from the wall for them to be attacked by all enemies in the street then this sucks. Like a awfully lot. Actually I think I did it, they partially got down then I asked them to go back up and still, once up they wouldn't go where I wanted them to go. And I needed to take control of the gate.
The unit models appear to become hyper-agitated and it looks as though they have gone in super-fast movement and attack mode. It can sometimes result in odd things happening such as units bursting through each other. This is particularly annoying when defending a gate for example and a crushed cavalry unit manages to burst through your spear wall. I've even seen models standing on each others heads on a few occasions particularly when attacking a wall from a ladder or siege tower and there is no space for them to drop down into the crush on the wall. But unlike Rome models do not get pushed off the wall even if it is overcrowded
It sounds as though one or more of their models were stuck in terrain. This is a situation where I might have tried to use the HALT command, or ordered them down into the street to free up the trapped models.
Were they moving at all, or simply frozen in place?
I play with the HUGE unit size setting all the while and it doesn't stop me enjoying the siege battles. If anything i think it makes them more realistic.
https://steamcommunity.com/sharedfiles/filedetails/?id=2087853802
It still happens even when they are not in any of these modes. But it reduces the risk. Indeed missile troops in skirmish mode will usually refuse to even climb a ladder in that stance. So, the siege can't begin with troops in that stance whilst cavalry in some formation simply will not pass through a gate.
It's not ideal, especially when one of my favour tactic's is to mount my missile troops on the enemy walls and shoot the defender to ♥♥♥♥ in the street below. Which is why I view it as the final resort. Unfortunately you will often see units with models both on the walls and still on the ladder or standing around at the base of the wall outside the city and that the only sure way I know of to force the last of the models to rejoin the main unit.
Question: You say you selected a unit on the enemies wall and then told it to move to another empty section of the enemies wall beyond the gate.
Did you get an order acknowledgement from the unit?
Did the unit react in any way to the receipt of the order?
In other words was the unit frozen or was it still active but ignoring your order?
In my experience units very rarely freeze, but I have seen it happen. Fortunately, more often to the AI units than mine, but in my current campaign I have had it happen once. At the time I was fortunate that I was able to win without that unit otherwise I might have tried deliberately ordering it rout to free it up.
It was a spear militia unit. I doubt they were in Schilstrom formation since I never used it during the battle. After all I just asked them to climb the ladder.
I'm not sure they were all off the ladder but it's a distinct possibility nonetheless.
Except maybe on the ladders I don't think there was any soldier of that unit stuck in a weird place.
The instant acknowledgement of order completion is a bit odd. But you managed to get them into the street. I'd be inclined to move them along it away to make sure everyone has been dragged off the walls and then order them to mount a different section of wall on the far side of the gate. That ought to clear the gate of enemies unless they are actually on the gatehouse platform itself which is rare for the AI to do.
Exactly. Especially on the small wooden walls a single unit of 150 men can already fill it up on the larger sections of it. The smaller sections have even lower max capacity.
I fought a siege last night to capture the French capital and thought it a good opportunity to take a few screenshots to illustrate the points made above.
https://steamcommunity.com/sharedfiles/filedetails/?id=2089178187
This shot was taken soon after the first units entered the city by siege ladders. The Billmen were ordered to move to the empty section of wall just beyond the gatehouse in the distance and have run into the Town Militia occupying the section of wall just beyond their ladders. NOTE: The very limited number of men actually fighting and the gap between them and the rest of their unit on the previous section of wall.
https://steamcommunity.com/sharedfiles/filedetails/?id=2089183688
The fight between the Billmen and the Town Militia was taking ages. In the meantime my Spearmen who have climbed the same ladders as the second wave of the assault had been ordered down onto the street and marched along it to capture the enemy gate and let the cavalry into the city.
Now! One spear unit is ordered back onto the wall behind the enemy Militia to break the deadlock on the wall. The Militia immediately rout and the enemy towers stop firing at last.
https://steamcommunity.com/sharedfiles/filedetails/?id=2089187263
The final act of this little drama as the Militia try to escape from the wall.
This shows clearly what happens when you overcrowd a space. I ordered all three Billmen units to exit the wall onto the street at the same time as the enemy Militia were trying to use the same stairs to escape. There was a massive scum on the stairs inside the tower which then spilled onto the street and as you can see the enemy Militia have burst through the scum and some of them at least are running for the relative safety of their town centre.
No, in Rome Total War, you'd have a chance to open the gate and the game wouldn't let you begin the battle if the doors aren't open by your spy (or you have siege equipment). Here, I didn't have a single piece of siege equipment, the game allowed me to attack the wall, a cinematic with a focus on the settlements doors but without them opening and the narrator's voice line indicating me at the beginning of the battle something in the vein of "Sire, our cunning spy managed to open the settlement's doors, let's charge in" and still the doors were not opened, at all. However the movement cursor allowed me to send my units in the city but what they only did was to advance up to the wall and begin to cluster along them stretching themselves along them. Like if they were trying to cross the structure of the wall.
I'll keep the limit in mind though I didn't meet the problem again. I hope it's rare.
Again, thank you both for kindly replying.
You can always attack if you have artillery, regardless if its capeable of taking doe the wall.
What about broken doors. That's what spies do in Rome Total War, here it just seems to bug.
Well, the spy were supposed to open the doors. But they did and the doors still weren't open. I just walked in but the doors were clearly not open and though my units weirdly accepted to advance they didn't manage to enter in the settlement which is no wonder since the collision of the doors was probably still here.