Disruption in Combat Resolution Window

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Wiedrock
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Disruption in Combat Resolution Window

Post by Wiedrock »

I was trying to figure out how "big" the cross river disruption factor is. By testing around I ran into some strange math going on in the Combat Resolution Window.

The Initial 561 attacking Ground Elements amounted to a "TOTAL" of 789 since the window is adding the disrupted 222 elements instead of substracting them from the attacking elements.
My Logic would say it's supposed to show: [339 : 6 : 222 : 561] which would give the feedback, that only 60% (339/561) of the sent troops were READY to actually enagage in combat.

If it's just a UI-math-bug it's not that big of a deal but if the combat algorithm is taking or outputting this numbers there might be the Oathbreakers jumping off the Corsair ships to assault the Pelennor Fields once again. :mrgreen: :mrgreen: :mrgreen: :mrgreen:
Cross river disruption added to total
Cross river disruption added to total
cross_river_disruption_strange1.jpg (948.4 KiB) Viewed 604 times
Last edited by Wiedrock on Fri Oct 28, 2022 10:17 pm, edited 1 time in total.
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Wiedrock
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Re: Disruption in Combat Resolution Window

Post by Wiedrock »

Living Manual 1.18 (patch 1.2.44) p.695 wrote:
  • The number of Ground Elements that took part in the battle and their status (ready, damaged or disrupted) when the battle started;
In effect this means any already damaged elements have already been taken account of in calculating the pre-combat CV for both sides.
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Wiedrock
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Re: Disruption in Combat Resolution Window

Post by Wiedrock »

Testet in bad weather/Snow/Blizzard, same issue as while crossing rivers.
TOTAL Ground Elements Count.
TOTAL Ground Elements Count.
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Renamed Thread.
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Joel Billings
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Re: Disruption in Combat Resolution Window

Post by Joel Billings »

Yes, I think you've pegged it. The disruption from rivers and bad weather during the first winter happens at the start of combat is separate and shouldn't be added into the Total in the display. My understanding of how things work is that the starting CV value in the display is not accounting for this "pre-battle" disruption, but it does happen before any actual firing of ground elements takes place. Those elements are in effect removed from the battle and don't get to fire. Ideally the screen should be reorganized to show the Total above the disrupted number. Thanks for pointing this out.
All understanding comes after the fact.
-- Soren Kierkegaard
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Wiedrock
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Re: Disruption in Combat Resolution Window

Post by Wiedrock »

Thanks for your reply.

Yes looking at 5x major crossriver PzD results vs. same fight without major river involved makes clear that the modifier is actually working as intended and just not beeing correctly shown in the UI.

Yesterday while testing I made a Painting to help my brain. I did 2 attacks with the same Division across rivers. I'd like to point out points 2 and 5. The other points are just for my understanding and giving a "thought-through-order" for better understanding.
Ground Combat Result Math.jpg
Ground Combat Result Math.jpg (870.78 KiB) Viewed 448 times
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Wiedrock
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Re: Disruption in Combat Resolution Window

Post by Wiedrock »

Wiedrock wrote: Thu Oct 27, 2022 10:33 pm I was trying to figure out how "big" the cross river disruption factor is. By testing around I ran into some strange math going on in the Combat Resolution Window.

The Initial 561 attacking Ground Elements amounted to a "TOTAL" of 789 since the window is adding the disrupted 222 elements instead of substracting them from the attacking elements.
My Logic would say it's supposed to show: [339 : 6 : 222 : 561] which would give the feedback, that only 60% (339/561) of the sent troops were READY to actually enagage in combat.
Is it possible to fix this bug?
bug_totals-and-ready.png
bug_totals-and-ready.png (525.27 KiB) Viewed 338 times
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Joel Billings
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Re: Disruption in Combat Resolution Window

Post by Joel Billings »

No, not easily, so we decided to live with it.
All understanding comes after the fact.
-- Soren Kierkegaard
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