Board Thread:Suggestions forum/@comment-30880766-20161228214807/@comment-27219153-20161228232320

The Hobbit footed Dalishmen named ironardin wrote: MilkMC wrote: The Hobbit footed Dalishmen named ironardin wrote: MilkMC wrote: The Hobbit footed Dalishmen named ironardin wrote: MilkMC wrote: The Hobbit footed Dalishmen named ironardin wrote: MilkMC wrote: The Hobbit footed Dalishmen named ironardin wrote: Since that does not edit their commands,neither does it work for me You just need them to stop moving right? no,They can move,they must just stand guard with a range,and stop teleporting. I really don't see why you need them to be in guard mode. because they otherwise follow me,and teleport wich i need to turn of on all of 'em. The Halt/Ready Horn will allow you to halt them and keep them from teleporting. but it doesn't work. they still teleport, and it does not work if i want all ​my groups here at once. I'm not taking over 20 horns there + battle equipment and space left for loot. The horn has to be in the same squadron as your units. If you have multiple squadrons, then you will require multiple horns. thats the problem when you have a lot of squadrons! and i cannot change their guard range either,or get them from ready>guard and guard>ready with a horn that simply does not do anything,accept making them stop for a split second,and they start again. The horn will stop all units in its squadron the first time you blow it, and then allow them to all move the second time you blow it. Maybe you should have fewer squadrons. Part of the game is to balance the amount of functionality you have (by having different squadrons) and the practicality of having to command them separately.

Even if a guard mode horn was implemented (which has been suggested many times before), I'm sure that it would still use the squadron system, thus still requiring you to carry as many horns as you have squadrons.