Targeting issu... er, anomaly
Posted: Wed Sep 29, 2021 10:40 pm
Is there anything that can be done about this situation?
https://ibb.co/B6PJYZj
Image shows an enemy castle that is "visible" (occasionally enemy castles are not shown even if one, two or three tiles are actually in line of sight - click on that tile and it brings up the info about the castle, it just won't show the castle itself on the map).
In this instance, I have a trebuchet (highlighted), and the only castle tile in it's range (also highlighted) is the only castle tile that is not in my LoS, therefore I cannot target the castle even though I can see it as a whole entity.
If left to auto attack, then there is a partially built tower shown by the in-game target icon that could also be targeted. A bit frustrating that sometimes things can be seen but not hit.
On a related note (perhaps this already exists), but could auto-attack prioritise the last attacked tile? To give an example -
Turn 1 - I set up a treb to attack a castle
Turn 2 - I advance a spy, sight the castle, and attack with my treb
Turn 3 - opponent kills my spy. I no longer see the castle, but I know it is there, and my dudes on the treb already have it's grid ref, but cannot attack it.
What happens next? Must we continue to sacrifice scout units to attack what we know hasn't moved? Will my treb randomly auto attack anything in range, such as a cheap skirmisher that has been sent out to act as a diversion? Is there a order of preference to auto-attack where units will target the things they do most damage to?
https://ibb.co/B6PJYZj
Image shows an enemy castle that is "visible" (occasionally enemy castles are not shown even if one, two or three tiles are actually in line of sight - click on that tile and it brings up the info about the castle, it just won't show the castle itself on the map).
In this instance, I have a trebuchet (highlighted), and the only castle tile in it's range (also highlighted) is the only castle tile that is not in my LoS, therefore I cannot target the castle even though I can see it as a whole entity.
If left to auto attack, then there is a partially built tower shown by the in-game target icon that could also be targeted. A bit frustrating that sometimes things can be seen but not hit.
On a related note (perhaps this already exists), but could auto-attack prioritise the last attacked tile? To give an example -
Turn 1 - I set up a treb to attack a castle
Turn 2 - I advance a spy, sight the castle, and attack with my treb
Turn 3 - opponent kills my spy. I no longer see the castle, but I know it is there, and my dudes on the treb already have it's grid ref, but cannot attack it.
What happens next? Must we continue to sacrifice scout units to attack what we know hasn't moved? Will my treb randomly auto attack anything in range, such as a cheap skirmisher that has been sent out to act as a diversion? Is there a order of preference to auto-attack where units will target the things they do most damage to?