RE: Build 4.6.273 Feedback
Posted: Wed Feb 26, 2014 8:08 pm
Just to confirm I have not tweaked the cas rates from arty.
ORIGINAL: RangerX3X
There was some sketchy attack pathing going on (using the default settings for an attack on Breitfeld Crossroads the AI took an avoidance path way out of the way, almost 2km north and east of the objective).
ORIGINAL: Mahatma
Arjuna or Bletchley,
When you tweak the code as you did with the assault and road column problem, does this also improve the AI we fight against? So that every slight improvement makes the game more challenging to the player, which is really very interesting because I'm guessing the ultimate goal is an AI that no human player could ever beat. Not even Dazkaz micromanaging every unit to death.
ORIGINAL: Bletchley_Geek
Notice as well that plans are worked out according to what the AI knows, not what you do know.
ORIGINAL: jimcarravallah
Something to consider.
In many instances, the terrain maps available to the human player are at a significantly improved level of detail than the RL forces had at the start of a battle.
How are differences between what was "recorded" or openly available to any individual prior to battle and what really "exists" once entering battle resolved?
FOW doesn't only apply to what is directly facing your force, but also to what your force has to address once if moves from a known position to an unknown location.
Yes please.ORIGINAL: dazkaz15
Thanks Dave.
Let me know if you need a save of the exit being abandoned.
I'm off to bed now though, and work early tomorrow, so you won't get it till tomorrow night.
Good night guys.
ORIGINAL: dazkaz15
Joe D
I have just managed to replicate your "TF ... abandoned its Exit task for lack of time,"
It happens after the initial orders delay if the unit is a long way from the objective i.e. more than 4 hours away via its chosen route, if you leave the end time at the default of 4 hours.
Incrementing the end time to a more realistic time solved this for me.
Can you confirm that?
ORIGINAL: Joe D.
Yes I can confirm that, and pushing back that end date/time made all the difference, but here's the rub: I strongly suspect the AI is having the same Exit problems!
Playing against the AI Axis in the Battle of the Roadblocks scenario, I have been hard pressed to defend Noville and Foy most probably because the Axis Exit at Bertogne also becomes available to the AI for lack of time, so the AI sends all Axis units SW along the Noville-Foy route towards Bastogne.
What do you think?
ORIGINAL: dazkaz15
Ref the orders cancelation as I understand it, please correct me if its inacurate:
When you place a move order (note I am only talking about a move order, not attack, defend, or exit order, which are handled differently) on the map, the end time of that move order is estimated to take into account the command delay, the time taken to move to that location at normal speed, and a small contingency time is allowed to take into account minor holdups.
If your move order should encounter enemy, on route it starts to move more tactically depending on the weather conditions, the slower it will move in close proximity to the enemy.
This will alter the time it takes for your unit to get to the ordered location, and it may run out of time.
Move orders do not slip like attack orders.
This may have been implemented like this to let you know that the move has run into a problem, because when the order expires you get a message saying move complete, and you can also filter the units to see which ones have not orders, or it may have been to prevent a move from running into problems but making no progress until the end of the scenario.
Would need dev confirmation to confirm why it does not slip indefinately, because I don't really know myself, these are all just guesses.
Anyway this problem can easily be solved, all you need to do is make sure you increment the estimated end time of the move to whatever you want, before you want the unit to give up.
I personally just increment it a few days, as this is just a few clicks in the day box.
Joe D
The same sort of thing happens for an exit order, except for some reason its just gives it a set time of about 5 hours to reach the exit.
All you need to do it increment the end time for the order to the end of the scenario to ensure it never expires.
Now there is a quirk to this.
If you place a move order then increment the end time, if you then place another move order to extend the distance of the move it will re-set the end time again, so you will need to increment it again to a time that you are happy with for it to expire.
All this is off the top of my head, from experience, I have not had time to do tests to confirm what I have written here.
I will do so as soon as I am able.
ORIGINAL: Renato
I replayed the Hoefen Ho-Down scenario incrementing the end time of all move orders to the end time of the scenario, and I had just one cancellation near the end.
I think you have really find something here, even if I find it very strange.
Well all unit process receive orders, regardless of rout status. What they do however after getting the orders is another thing. Are you telling me that if you give say a withdraw order to a retreat recovering un it that its Info box doesn't go pink (indicating it is processing orders)? Or that it does go pink but the unit stays recovering and doesn't move?c. A unit that is in retreat recovery will not process any orders at all it seems. Even when the order is to withdraw to a safer location. So in effect they'd rather do 'retreat recovery' than 'retreat' when the order is clearly a good idea.
ORIGINAL: Mahatma
Arjuna,
Thanks for the explanation. In my head all my companies have a radio guy like in Vietnam so it's nice to have my ignorance removed. I suspect part of my problem is due to inexperience and low morale of my infantry.
Question for other players:
How do you find the retreat mechanic? I'm sort of going out of my mind about it but no-one else has mentioned this apart from Repsol, making me think it's all in my head.
So, do your units recover from retreating or routing in decent time when they lose more than 10% of the starting number of men? What about 20%? Many of my companies, once crossing the 10% threshold, will retreat for hours and hours.
Oh and artillery! OMG horribly effective (not a complaint). Try this: take your own artillery, a sizable amount so that the bombard value is around 500-1000, and bomb your own units for fun. I've seen bombard=600 cause 20 casualties to an entrenched infantry company in 20 minutes, which with the threshold mechanic means that that company will now do almost nothing useful for the next 6 hours. Imagine how effective this is for breaking up infantry assault in the open! 500 bombard + ROF max for 10 minutes vs a moving target is probably enough to retreat almost any infantry unit (I've not tested this). And that's all the Fuhrer gave me to take the bridges east of St Vith.