Quirk Movement

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Renato
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Quirk Movement

Post by Renato »

The 3 engineers units 2.675, 3.675 and 6 have received a Construct Bridge order at Hotton.

While 2.675 is going to the right location, the other 2 are going elsewhere.


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simovitch
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RE: Quirk Movement

Post by simovitch »

What happens when you un check 'basing'for the task?

It looks like the bridge column unit is acting as a support unit or something.
simovitch

Renato
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RE: Quirk Movement

Post by Renato »

If I simply uncheck Basing, nothing happens. The Units remain where they are without moving.

Here is the situation after 6 hours.

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Renato
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RE: Quirk Movement

Post by Renato »

However, if I cancel the Order and give a new one with Basing unchecked, after the delay everything seems OK.

It seems you are right. My compliments!

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Deathtreader
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RE: Quirk Movement

Post by Deathtreader »

Hi all,

Well, that's good to know about de-selecting basing when tailoring engineer units for construction tasks etc etc, but when you read this thread this in conjunction with the thread on creating arty (only) groups and the ramifications involved in checking or unchecking basing in that scenario I have to wonder if the "basing" feature is working as intended. It almost seems that the engine looks for a supply base unit when you create an ad hoc special purpose formation (with or without an HQ) and if one is not found the game becomes confused and tends to nominate another unit for the supply base role when it comes to positioning et al. Is this type of behaviour intentional or is it "buggy"???
Another little tidbit I've seen is related to the re-take position option when used in conjunction with an in-situ defense command. 99 times out of 100 the in-situ defend nullifies checking the re-take position option........but not always. I wish I had a save for that one. In any case I think the re-take position (and maybe basing) should automatically cancel and grey out when when certain combinations of units and/or orders and/or formations are chosen. This does not happen currently.
Just a thought........

Rob.

So we're at war with the Russkies eh?? I suppose we really ought to invade or something. (Lonnnng pause while studying the map)
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Arjuna
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RE: Quirk Movement

Post by Arjuna »

Interesting. I cannot see how construction engineers are affected by basing. If you can provide a saved game taken from just before the order was given and another taken later with the errant behaviour I can check it out.
Dave "Arjuna" O'Connor
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Renato
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RE: Quirk Movement

Post by Renato »

Unfortunately I've only a saved game some hours after the order was given.

Here it is.
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simovitch
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RE: Quirk Movement

Post by simovitch »

Dave, the wayward unit looks like a bridge-column unit, which is "support" combat class. Does that make a difference?
simovitch

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Arjuna
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RE: Quirk Movement

Post by Arjuna »

Thanks Renato. I'll check it out.
Dave "Arjuna" O'Connor
www.panthergames.com
Renato
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RE: Quirk Movement

Post by Renato »

There is something quirk even after patch 4.1.235.

Regt III.2 received the order Secure Crossing at Trois Ponts with few intermediate points along the road near the river Amblève, but some units went temporarily backward to Parfond Ruy. Is this WAD?


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simovitch
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RE: Quirk Movement

Post by simovitch »

If the units heading to Parfondruy are support type units then I would say yes, its WAD. It would help to see what formation you used and type of movement.
simovitch

FredSanford3
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RE: Quirk Movement

Post by FredSanford3 »

Renato, are the locations the units are moving back to the locations of previous 'way points'? I've seen examples of HQ's leading the charge because it seems units stick at old waypoints while the HQ drives on- this seems to happen when waypoints are moved/deleted.

Here's one save game- check out the 12 SS Pz Div. However, I don't have a "before" saved game. Let me do some experimenting when I get home from work.

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Renato
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RE: Quirk Movement

Post by Renato »

ORIGINAL: simovitch

If the units heading to Parfondruy are support type units then I would say yes, its WAD. It would help to see what formation you used and type of movement.

7.1 and 3.1 are Advance Guards, III.2 and 9.2 are Line Fillers, 10.2 is Main Guard, 13.2 and III.2 are Support Fillers.
ORIGINAL: Franklin Nimitz

Renato, are the locations the units are moving back to the locations of previous 'way points'? I've seen examples of HQ's leading the charge because it seems units stick at old waypoints while the HQ drives on- this seems to happen when waypoints are moved/deleted.

Here's one save game- check out the 12 SS Pz Div. However, I don't have a "before" saved game. Let me do some experimenting when I get home from work.


I would say no, but I'm not absolutely sure because I often change waypoints.

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