Retreat pathing

Gary Grigsby’s War in the East: The German-Soviet War 1941-1945 is a turn-based World War II strategy game stretching across the entire Eastern Front. Gamers can engage in an epic campaign, including division-sized battles with realistic and historical terrain, weather, orders of battle, logistics and combat results.

The critically and fan-acclaimed Eastern Front mega-game Gary Grigsby’s War in the East just got bigger and better with Gary Grigsby’s War in the East: Don to the Danube! This expansion to the award-winning War in the East comes with a wide array of later war scenarios ranging from short but intense 6 turn bouts like the Battle for Kharkov (1942) to immense 37-turn engagements taking place across multiple nations like Drama on the Danube (Summer 1944 – Spring 1945).

Moderators: Joel Billings, Sabre21, elmo3

Post Reply
Joneleth
Posts: 47
Joined: Mon Apr 30, 2018 10:50 pm

Retreat pathing

Post by Joneleth »

Retreat pathing has chance alot since i last mapped the rules. Can anyone tell me the exact rules for which hex a unit chooses to retreat to now? Or isnt it public?
User avatar
joelmar
Posts: 1027
Joined: Sat Mar 16, 2019 4:05 pm

RE: Retreat pathing

Post by joelmar »

you mean in 1.12.xx?

You have that in the change logs:

fb.asp?m=4691638

those are the original new features of patch 1.12. But it is now at version 1.12.04 and many things are still worked on in the retreat path category, so you must go through the change logs of the 4 version to get a complete picture of the current situation.
"The closer you get to the meaning, the sooner you'll know that you're dreamin'" -Dio
redrum68
Posts: 1698
Joined: Sun Nov 26, 2017 1:53 am

RE: Retreat pathing

Post by redrum68 »

If I understood the change logs then I think this in 1.12.02 is now the priorities: https://www.matrixgames.com/forums/tm.asp?m=4701116.

Appendix A - retreat priorities
● number of enemy controlled hexes to supply source may not be worse than in current hex
● number of MP to supply source may not be worse than in current hex
● number of land + rail hexes to supply source may not be worse than in current hex
● less than 3 units in hex (f)
● lowest number of combat units in hex (f, c)
● highest number of non-combat units in hex (f, c)
● lowest number of non-combat units in hex (f, h)
● highest number of combat units in hex (f, h)
● lowest number of units in hex (f)
● lowest retreat cost in MP
● preferred direction of retreat
● random pick (20% chance)

Though there is a few mentions in 1.12.04 as well but they are pretty vague: https://www.matrixgames.com/forums/tm.asp?m=4782241
4. During retreat and displacement moves non-Finnish Axis units will ignore Finnish and Italian supply sources, and Finnish Axis units will ignore non-Finnish supply sources.
7. Adjusted retreat and displacement move hex scoring and sorting order. This should result in better selection of hexes to retreat or displace to.
14. Fort at level 4 or better will not prevent defender's retreat if there will be no town, city or urban terrain in hex.

It would be good to get a bit more detail on those and how the scoring works with those priorities.
User avatar
morvael
Posts: 11763
Joined: Fri Sep 08, 2006 9:19 am
Location: Poland

RE: Retreat pathing

Post by morvael »

There are no longer priorities, hexes are scored in multiple categories with different weights (scores are first normalized to 0 worst - 1 best range), and best one is selected. I may add details about this to next change log.
User avatar
tyronec
Posts: 5485
Joined: Fri Aug 07, 2015 5:11 am
Location: Portaferry, N. Ireland

RE: Retreat pathing

Post by tyronec »

Maybe enemy ZOC should be added to the list.
The lark, signing its chirping hymn,
Soars high above the clouds;
Meanwhile, the nightingale intones
With sweet, mellifluous sounds.
Enough of Stalin, Freedom for the Ukraine !
User avatar
morvael
Posts: 11763
Joined: Fri Sep 08, 2006 9:19 am
Location: Poland

RE: Retreat pathing

Post by morvael »

ZOC was there, but now I have added distance to front, and they are properly retreating to the rear. But I want to make sure there are no situations like the above one. It seems to have nothing to do with scoring, when it can't find single he'd to which to retreat.
User avatar
morvael
Posts: 11763
Joined: Fri Sep 08, 2006 9:19 am
Location: Poland

RE: Retreat pathing

Post by morvael »

Fixed. Enemy ZOC was blocking retreat and displacement move paths. Also adjusted scoring, so that units no longer prefer to retreat max distance. And airbases dislike terrain in which their air groups cannot operate. Airbase from example retreated to hex west of Novgorod.

Image
Attachments
rtr.jpg
rtr.jpg (88.75 KiB) Viewed 363 times
eskuche
Posts: 1155
Joined: Tue Mar 27, 2018 2:29 am
Location: OH, USA

RE: Retreat pathing

Post by eskuche »

Wrong thread I think...that belongs to me :)
User avatar
morvael
Posts: 11763
Joined: Fri Sep 08, 2006 9:19 am
Location: Poland

RE: Retreat pathing

Post by morvael »

Perhaps, I was in a hurry.
BrianG
Posts: 4722
Joined: Mon Mar 05, 2012 11:52 pm

RE: Retreat pathing

Post by BrianG »

Just an update.

I am still seeing many german blizzard retreats that move to the adjacent enemy front line hex.

I know that is still issue for the next fix.
BrianG
Posts: 4722
Joined: Mon Mar 05, 2012 11:52 pm

RE: Retreat pathing

Post by BrianG »

when is this getting fixed.

I have seen it all. now a retreat to next door hex instead of free hex just behind unit.

This causes issue when attacking as a unit you just defeated might move to the adjacent front line hex (the one you were going to attack next)

I guess one could say this adds variation but defenders should have some knowledge of retreat path possibilities when the units are set up.


BrianG
Posts: 4722
Joined: Mon Mar 05, 2012 11:52 pm

RE: Retreat pathing

Post by BrianG »

deleted
Chris21wen
Posts: 7745
Joined: Thu Jan 17, 2002 10:00 am
Location: Cottesmore, Rutland

RE: Retreat pathing

Post by Chris21wen »

ORIGINAL: BrianG

when is this getting fixed.

I have seen it all. now a retreat to next door hex instead of free hex just behind unit.

This causes issue when attacking as a unit you just defeated might move to the adjacent front line hex (the one you were going to attack next)

I guess one could say this adds variation but defenders should have some knowledge of retreat path possibilities when the units are set up.



You are talking retreat here and not rout. If retreat what's wrong with one hex, rout is a different matter and should be as far as possible.
User avatar
tyronec
Posts: 5485
Joined: Fri Aug 07, 2015 5:11 am
Location: Portaferry, N. Ireland

RE: Retreat pathing

Post by tyronec »

I guess one could say this adds variation but defenders should have some knowledge of retreat path possibilities when the units are set up.
Yes it makes things quite different.
Am finding that sometimes it works to my advantage when they retreat across the front line, so during blizzard can often get two attacks on the one weak unit so helping with Axis Morale. On the other hand it can get right in the way when you are trying to launch a main offensive.
The lark, signing its chirping hymn,
Soars high above the clouds;
Meanwhile, the nightingale intones
With sweet, mellifluous sounds.
Enough of Stalin, Freedom for the Ukraine !
Post Reply

Return to “Gary Grigsby's War in the East Series”