As an apparent random feature, the battle map I am on features a trap directly in front of one of my units. I'd really like him to step around it and move up next to my unit that has already advanced, but the route that's shown always takes him over the trap.
Is there any way to force him to step around the trap, without spending a turn having him walk up to the trap, then go around it next turn?
In general, no. Units will always move in a direct path towards their goal, even into hazards, such as moats, traps, and the like. I've already lost a handful of turns trying to break down the gate while sieging a town because my units decide to assault from the angle that has them standing in the moat, first.
In this particular situation, it would take the full extent of your units movement just to draw vertically adjacent with the other stack. To avoid the square (and you do, because it'll remove the rest of your movement, anyway) would require more movement than your unit possesses.
To draw horizontally adjacent with the stack, however, may be possible if you play around with the pathing - the route your unit will take on a move is always slightly darker than the rest of the grid, and will dynamically update as you mouse over different squares. In this particular instance, you might have to settle for the square two to the left of your foremost stack.
Finally, traps do extremely inconsequential damage. If there's an enemy stack next to the trap, feel free to dive on top of it anyway - those traps just stop movement, they don't stop you from attacking as part of the same action.
So I was about to lead my Wizard to Dlvl2, when suddenly A trap door opens up under you! "Hello, bp! Welcome to Angmagssalik's general store!" I land right into a shop on level 2. I try to leave the store, but step on an unpaid item with autopickup on. "For you, most gracious lady; only 1 for this gray stone." v - a gray stone (unpaid, 1 zorkmid). No biggie. (I had 29$ anyway.) What do you want to drop? [$a-ruv or ?*] You drop a gray stone (unpaid, 1 zorkmid). What do you want to drop? [$a-ru or ?*] Never mind. I move to leave the shop. The turn I move next to him, Angmagssalik
up 3 corrupted files. Wish I knew which those were, but I had cleaned my master files using TES5Edit, so I thought I had screwed up something there. Created a new barebones game, and at last, I'm...] Skyrim Flora Overhaul - [STEP core - G] Terrain Bump - [STEP core - G] TreesHD - 1024x512 - [STEP core - G] Vivid Landscapes - Tundra Moss Revised - [STEP core - G] Windmills resized - [STEP core - H] Bellyache's HD Dragon Replacer Pack - [STEP core - H] Female Vampires Have Fangs - [STEP core - H] Frost Atronach HD Retex - [STEP core - I] aMidianBorn Book of Silence - [STEP core - I] Closer Quivers
In The Chase, I followed the black ghost thing through the level until I got to a point where the only path I can see leads to a glass box. When I walk into the box and turn around, I am surrounded by glass on all sides and I can see the ghost moving outside of the box. The ghost sighting seems to indicate I was supposed to go there, but once I am in the box I can't figure out what to do next. What am I supposed to do one I enter the glass box?
In some areas there are traps that I can clearly see on the ground. Yep, I see you... I want to disarm or set them off safely but I can't (that way I don't accidentally walk into them the next time I'm in the area). All of these I've tried does nothing and provides no options and usually just hurts me: Sneaking up to it Walking up to it Running onto it Moving around with a shield Attacking it Using spells/abilities on it I figure I could probably lure enemies onto it but I usually kill them off before I ever encounter these. Is there anything I can do to disarm or set these off
I'm stuck in the second room of the lost temple in Darksiders II. In this room, I am supposed to maneuver a golem into a socket to open the next door. However, I fooled a bit around with the golem and suddenly, the golem moved some six feet into the ground. Thus, the golem is now buried literally up to its throat in the ground. I can still mount the golem and can let him punch through the ground, but it's impossible to move him. Is there any possibility to get the golem out of the ground? Unfortunately, the game had already auto-saved the position of the golem when I reloaded the save state
In terraria, there are multiple types of traps. My favorite being the flame trap. My question is, is there a way to make an electrical loop or a clock like in minecraft to keep the flame trap constantly on? Or any trap really, just as long as the trap reactivates constantly. Also, I know that there are timers but I want to integrate the trap into my home security system; it is basically a switch that turns blocks on and off to block entrances as shown below and I can't have the timer constantly turn that on/off every 1/3/5 second(s) The other switch (Blue and purple wiring) serve
, beyond that locked gate, there is a wall you can walk through that leads to a secret area, and in that area there is a door you can walk to. A message appears which says "The door to the south appears to be locked". Unlike all the other locked doors up to this point in the game, no user-interface options pop up for me to try to force the door, pick the lock, or use an item on it. I ended up just leaving it alone and moving on to the next dungeon. So far I've seen nothing that indicates I should return and try again. Is there any way to get through that locked door?
In the Unity of Command manual, when discussing specific combat calculations example (see image below), it is stated so: Specialist Step Loss: 4 red Xs on the combat sheet show that all Soviet losses will be absorbed by regular steps because NKVD is in position 5. If the same unit is attacked again however, the NKVD will be first in line to take a loss. Does it mean if it is attacked in the same turn, or at any of the subsequent turns? How does suppression factor into this? For instance, if on the next attack specialist step is suppressed, and then the next attack after that causes
stand in the spot he's going to next appear, wait for a red circle to appear and then rush towards him. The idea being that the meteor will hit him. However, the messenger has no health bar. Also, he doesn't do anything to indicate a hit. I can't see if it's having any effect. How do I know for sure it had effect? Does it really need to be spot on? EDIT: The solution appeared to be using Yrden to trap him in place, they slay him. Here I was thinking the developers had come up with a nice trick of using an enemy's weapon against him.