Stop the crazy 1 HP 1% moral supper units taking 5+ attacks
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kjgokc2007
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Stop the crazy 1 HP 1% moral supper units taking 5+ attacks
You have some real bullshit going on in this game... you think 1 HP units turn into supper units. 
Last edited by kjgokc2007 on Wed Aug 17, 2022 5:51 pm, edited 1 time in total.
- Hubert Cater
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Re: Stop this stupid 1 HP 1% moral supper units taking 5+ attacks
Could you share some of the details of the defender, e.g. entrenchment, readiness, supply, location of the defender, versus the attackers and their details?
I just ask as all these values factor in and without knowing more of the details it is hard to say exactly what might be going on.
Feel free to send a saved turn, if this is against the AI, to support@furysoftware.com as I'd be happy to take a look as well.
I just ask as all these values factor in and without knowing more of the details it is hard to say exactly what might be going on.
Feel free to send a saved turn, if this is against the AI, to support@furysoftware.com as I'd be happy to take a look as well.
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kjgokc2007
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Re: Stop this stupid 1 HP 1% moral supper units taking 5+ attacks
Sure it was Tula in Russia, the unit was in 8 supply I was in 6-5 supply. This unit took over 8 attack 2 from lv 3 tanks and You play this stupid game where every unit available has to attack a unit to kill it. its not fair... its clear you want to manipulate the game in several ways to help the what you think is the loosing side.
No 1 HP unit with 1% moral should take on even 1 attack much less over and over and over and over again... it makes me not want to play at all... sucks...
No 1 HP unit with 1% moral should take on even 1 attack much less over and over and over and over again... it makes me not want to play at all... sucks...
Last edited by kjgokc2007 on Wed Aug 17, 2022 12:13 am, edited 1 time in total.
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kjgokc2007
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Re: Stop this stupid 1 HP 1% moral supper units taking 5+ attacks
Sure it was Tula in Russia, the unit was in 8 supply my units were in 7 to 5 supply depending on the HQ reach. This Division unit took over 8 attacks while at 1 HP 2 attacks were from from rested lv 3 tanks with 7-10 HP's (about 12 attack in all the first 4 took him to 1 HP including air). You play this game where you know every unit available has to attack a unit to kill it and if you don't do this it wont die. I have seen it 1,000's of times. It is not fair... its clear you want to manipulate the game in several ways to help the what you think is the loosing side. Weather for example. I can see the manipulation in your code. Its not your job to help either side but to make a fair game and let the chips fall where they will.
To make it even worse that 1 HP unit actually damaged many of my attacking units even at 1 HP. A total joke! (I quit that game right after that happened. needless to say. That is what your bs result make us want to do. Quit. So fix it.)
PS. almost 3k dmg on Russian winters now is brutal that is bs too, there needs to be a Minimum and Maximum Cap on MMP Damage to Germany for Russian Winter. (You might as well say screw you Germany, fat chance you can win now. I had every German Unit within 2 hexes of a 8 supply HQ at the time as well. I did have several 11+ units that took hits that helped push the MMP loss way up I suspect and a lot of Air that was in good supply but in Winter Zones.)
No 1 HP unit with 1% moral should stand up to even 1 decent attack much less over and over and over and over again... it makes me not want to play at all... sucks... please do something this is BS, it just you helping the looser and its not fair.
Look at Game ChallengeID=375678 between ThunderLizzard11 and kjgokc2007 the replay should be still there (maybe you can see the whole attack in all its glory!)
To make it even worse that 1 HP unit actually damaged many of my attacking units even at 1 HP. A total joke! (I quit that game right after that happened. needless to say. That is what your bs result make us want to do. Quit. So fix it.)
PS. almost 3k dmg on Russian winters now is brutal that is bs too, there needs to be a Minimum and Maximum Cap on MMP Damage to Germany for Russian Winter. (You might as well say screw you Germany, fat chance you can win now. I had every German Unit within 2 hexes of a 8 supply HQ at the time as well. I did have several 11+ units that took hits that helped push the MMP loss way up I suspect and a lot of Air that was in good supply but in Winter Zones.)
No 1 HP unit with 1% moral should stand up to even 1 decent attack much less over and over and over and over again... it makes me not want to play at all... sucks... please do something this is BS, it just you helping the looser and its not fair.
Look at Game ChallengeID=375678 between ThunderLizzard11 and kjgokc2007 the replay should be still there (maybe you can see the whole attack in all its glory!)
- Hubert Cater
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Re: Stop this stupid 1 HP 1% moral supper units taking 5+ attacks
Thanks for the extra info and I can certainly appreciate the frustration for sure. That being said I can confirm that there is nothing specific to any particular location on the map, e.g. the code does not favour any positions or sides, and this is the same for weather as well.
All campaigns are made using the same Editor that ships with the game and the campaigns themselves can all be the defaults that ship with the game or unique, and the code just works with them all the same.
For example you could create a test campaign, via a custom map, with the same setup as you've described, higher supply and likely entrenchment and defense for the defender, lower supply and likely readiness for the attackers and the end result will be the same.
Hope this helps,
Hubert
All campaigns are made using the same Editor that ships with the game and the campaigns themselves can all be the defaults that ship with the game or unique, and the code just works with them all the same.
For example you could create a test campaign, via a custom map, with the same setup as you've described, higher supply and likely entrenchment and defense for the defender, lower supply and likely readiness for the attackers and the end result will be the same.
Hope this helps,
Hubert
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kjgokc2007
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Re: Stop this stupid 1 HP 1% moral supper units taking 5+ attacks
Then how do you explain this? It happens all the time... 1 HP 1% units if they miss a hit they go into super mode and miss miss miss miss it happens way to often to be just random luck... the odd are incredible or your calculations are bad.
I have seen units hit for 5+ HP with worse odds on Full HP units... but a much much much stronger battle fails over and over and over again... vs a 1 HP unit? lets be real here.... I am not trying to be a butt... really. You have code that has to reviews the HP of the defender and changing the odds. Or know that this unit can be attacked by x number of units and x better attack to kill it.
I would check your retreat logic... it is probably somewhere in there as these units almost have to be taking a retreat check every round.
I have seen units hit for 5+ HP with worse odds on Full HP units... but a much much much stronger battle fails over and over and over again... vs a 1 HP unit? lets be real here.... I am not trying to be a butt... really. You have code that has to reviews the HP of the defender and changing the odds. Or know that this unit can be attacked by x number of units and x better attack to kill it.
I would check your retreat logic... it is probably somewhere in there as these units almost have to be taking a retreat check every round.
- BillRunacre
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Re: Stop this stupid 1 HP 1% moral supper units taking 5+ attacks
Hi
I've had a look at the save and there are some factors at play here that will have made your attacks in the Tula area much harder.
For instance, there is only one Axis HQ in the region, yet there are approximately 20 Axis units in the area, and it can only command a small proportion of them:

Additionally, its combat bonuses to any units under its command will be reduced because it has suffered damage.
The supply level of the Axis units around Tula I've looked at have been 3-4, and this, coupled with the lack of HQs to command all the units in the area, will have significantly impaired the attackers' effectiveness.
A further factor is that the Soviet unit defending Tula will likely not only have had much better supply, as well as possibly HQ bonuses, but it will also have received a small defensive bonus due to defending a Town.
Furthermore, if it had some Experience and/or Entrenchment these could have mitigated its losses.
It is true that there is a random calculation in the combat, potentially increasing or decreasing either sides' losses by 1, and while this will have been a factor, I suspect that the absence of multiple German HQs in this area is the most important of all those I've listed.
I hope this helps to explain it, though you may also find section 5.15. Maintaining Units' Combat Effectiveness on page 91 of the Manual useful.
Bill
I've had a look at the save and there are some factors at play here that will have made your attacks in the Tula area much harder.
For instance, there is only one Axis HQ in the region, yet there are approximately 20 Axis units in the area, and it can only command a small proportion of them:

Additionally, its combat bonuses to any units under its command will be reduced because it has suffered damage.
The supply level of the Axis units around Tula I've looked at have been 3-4, and this, coupled with the lack of HQs to command all the units in the area, will have significantly impaired the attackers' effectiveness.
A further factor is that the Soviet unit defending Tula will likely not only have had much better supply, as well as possibly HQ bonuses, but it will also have received a small defensive bonus due to defending a Town.
Furthermore, if it had some Experience and/or Entrenchment these could have mitigated its losses.
It is true that there is a random calculation in the combat, potentially increasing or decreasing either sides' losses by 1, and while this will have been a factor, I suspect that the absence of multiple German HQs in this area is the most important of all those I've listed.
I hope this helps to explain it, though you may also find section 5.15. Maintaining Units' Combat Effectiveness on page 91 of the Manual useful.
Bill
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kjgokc2007
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Re: Stop this stupid 1 HP 1% moral supper units taking 5+ attacks
Thanks brother for the answers... I understand all of that... I still feel that German force shown could normally easily take that city. The Russian Division still took 12 attacks from very good units and they were in HQ control as best as I could put them...
if you think that a 1 HP unit with 1% moral can hold up to those last 5+ decent attacks after being pounded by all that Air, 2 lv 3 tanks one at 11, and finally being taken out by a lv 10 army then OK, I believe it has some real issues with game balance.
best of luck thanks for the replies.
*P.S. effect both sides, so that is kind of fair.
as a computer programmer myself, I bet your moral calculations are going negative and the instead to subtracting from the combat value it is adding to it, causing really low moral troops to fight like crazy. just a guess. all the best! Love your Game!
if you think that a 1 HP unit with 1% moral can hold up to those last 5+ decent attacks after being pounded by all that Air, 2 lv 3 tanks one at 11, and finally being taken out by a lv 10 army then OK, I believe it has some real issues with game balance.
best of luck thanks for the replies.
*P.S. effect both sides, so that is kind of fair.
as a computer programmer myself, I bet your moral calculations are going negative and the instead to subtracting from the combat value it is adding to it, causing really low moral troops to fight like crazy. just a guess. all the best! Love your Game!
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kjgokc2007
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Re: Stop the crazy 1 HP 1% moral supper units taking 5+ attacks
you should add code before battle:
Unit =1 HP and Moral < 2%
Attacking force > 3 to 1 then Unit dies
Attacking force > 2 to 1 then Unit Retreats and 50% of death
for more realistic results... no unit at next to zero moral would fight.
Unit =1 HP and Moral < 2%
Attacking force > 3 to 1 then Unit dies
Attacking force > 2 to 1 then Unit Retreats and 50% of death
for more realistic results... no unit at next to zero moral would fight.
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kjgokc2007
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Re: Stop the crazy 1 HP 1% moral supper units taking 5+ attacks
While you are at it can you default the ships and Air to Raid, and HQ's to Auto-Assist. For some people all the clicking is a problem.... hot keys for menu choices would also be nice.
HQ moves should always be able to be returned to original position, with supply view available before and after. HQ are too important and many places on the map do not act they way you think they should. This gives anyone knowledge about these locations in the map a huge advantage. Its not fair for new players to invest this many hours to get hosed by a bad HQ move they can't take back.
You should save the game files on the server after each attack or event roll as well.
HQ moves should always be able to be returned to original position, with supply view available before and after. HQ are too important and many places on the map do not act they way you think they should. This gives anyone knowledge about these locations in the map a huge advantage. Its not fair for new players to invest this many hours to get hosed by a bad HQ move they can't take back.
You should save the game files on the server after each attack or event roll as well.