[1.0 Bugs] Temple Battlefield Kills Troops, Ship Can't Be Debarked

Whenever I have a large army, 8 or more, and I get a quest that uses the temple battlefield (the cramped one without the large entrance hall), the leader of my army is missing and the battle reports them being killed. This happens in a couple of high level quests.

The ship I get in the scenario from the invasion force has no obvious way to debark. I have tried highlighting all my units on board and hitting an adjacent land square, and that doesn't work. There is no debark option in the army menu or ship menu. I had to just cloudwalk on to land, which brings the ship with me. I was able to debark then, but the ship obviously can't be used now (kudos that it doesn't crash when I hit explore at that point). If I am missing something then it should probably be made more explicit when you get the ship, because a reasonably resourceful player was unable to figure out how to get his troops off.

4,416 views 4 replies
Reply #1 Top

The ship debarking confused me during the beta, too.  You have to debark at a beach tile, and you move the troops out the same way you exit a city.

Reply #2 Top

This is confusing, because my knowledge of sailing is pretty much limited to the speculation that pretty much every place land meets sea is a beach.

Reply #3 Top

To disembark from a ship, you need to meet two conditions:

First, the ship needs to be next to a beach tile - one of the spots on the map where the land slopes smoothly down to the water, rather than the more common cliff-type tiles. If you can walk armies along the tile and sometimes it looks like the army is walking in the water, you've probably found a tile that will work for embarkation and debarkation.

Second, you need to have all the units you want to debark selected, and then issue a move order as though moving out of a city.

Reply #4 Top

If that's how ships have to work, they shouldn't be in the game. They need a disembark button on the ship, the entry/exit tiles need highlighted, and if you press disembark on a non-exit tile then it should tell you what's wrong. It may be a lot of work, but it seems like an amateurish feature as it is. That possible feeling of confusion when your entire defence force of your empire is trapped because of a counter-intuitive mechanic is not worth the value it adds, in my opinion.