Squads leveling = less total units

Problem: Take a lvl1 4squad (this problem affects all squad #'s, just using 4 as an example) out into battle.  If this squad loses just one health, but then gains a level (or more), a problem that occurs is the new level 2/3 squad only has 3 members.  At the end of combat, the 4 squad may have 29/30 health, but then it gains a level or two, now the new health is 29/46.  Since the units now are 'missing' 17 health, the game determines that at least one whole unit got destroyed in the last battle.

 

Am I wrong here?  Is this a known problem?

 

Basically I don't go into battle with my squads less that 100% now, and if they have any chance of leveling, I'll make sure that they don't get hit during combat (save/load nightmare).

10,369 views 10 replies
Reply #1 Top

One Solution: is to try not to micromanage your units training and deveolpment so much and just play the game at a higher level cognitive process.  Let go of the min/max power gamer control and just play it as life happens.  you cannot control everything, only your response.  Try it first then decide if it is a better solution or not.

Sure there might be a bug in the mechanic but there are bigger bugs that crash my games... 

Reply #2 Top

Lol, that's the best response to a bug I've ever heard.  The hippie approach to software design.  Classic.

 

How dare you sir.  That little electronic soldier has an electronic wife and probably even a few electrons as well.  How callous can you be?

Reply #3 Top

At the end of combat, the 4 squad may have 29/30 health, but then it gains a level or two, now the new health is 29/46. Since the units now are 'missing' 17 health, the game determines that at least one whole unit got destroyed in the last battle
End of quote

Just put them into a city. The health bar will regen to 46/46 and the unit will 'regrow' the lost figures. There was a problem that when you saved the game in the unit's 'damaged' state and reloaded it would never regen, but i believe that has been fixed in meantime.

Reply #4 Top

If i put them in a city to 'regrow', most the time i still am stuck with stacks that are missing a unit or two (when they shouldn't be)

Reply #5 Top

Quoting BLoads, reply 4
If i put them in a city to 'regrow', most the time i still am stuck with stacks that are missing a unit or two (when they shouldn't be)
End of BLoads's quote
yup known bug .. I believe the fix is in on this one tho.... I have not seen it since i started a new game for 1.07..

Reply #6 Top

They do heal very fast in cities, but it is very goofy that leveling up can cripple them so, even if it's temporary. If you're far from town you pretty much have to send them all the way home or else risk losing them in an easy battle.

Reply #7 Top

The severity of this bug is offset by another bug that causes a wounded squad to actually hit harder against armored targets.

Reply #8 Top

Yes! This proves my theory that, given enough bugs in a game, they'll start cancelling out each other at some point! :rofl:

Reply #9 Top

Quoting Gene1966, reply 1
One Solution: is to try not to micromanage your units training and deveolpment so much and just play the game at a higher level cognitive process.  Let go of the min/max power gamer control and just play it as life happens.  you cannot control everything, only your response.  Try it first then decide if it is a better solution or not.

Sure there might be a bug in the mechanic but there are bigger bugs that crash my games... 
End of Gene1966's quote

I agree quit trying to MAXIMIZE everything and thinking everything should be perfect relative to life. Too many players game a game instead of play one.

Reply #10 Top

I would like to point out that half the fun for some people (i.e. myself) is optimization in tactical combat. That is why I have sunk dozens of hours into King's Bounty, as it challenges me to figure out how to win a battle taking little or no casualties. Eventually I get good enough at a game to lose only one or two units over the course of the entire game. It is lots of fun to have a "no man left behind" policy and provides a nice challenge. In age of wonders I did a similar tactic of making sure a certain unit always got the last hit before a kill because only that unit gains experience. So there is definitely a precedent in TBS games for this mechanic and I understand some people just accept whatever happens, but for some of us there is no fun if we can't shape the game in a predictable way.