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Quirk Movement

Posted: Wed Jul 28, 2010 4:15 am
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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RE: Quirk Movement

Posted: Wed Jul 28, 2010 9:24 am
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.

RE: Quirk Movement

Posted: Wed Jul 28, 2010 12:37 pm
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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RE: Quirk Movement

Posted: Wed Jul 28, 2010 12:43 pm
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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RE: Quirk Movement

Posted: Wed Jul 28, 2010 7:28 pm
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.


RE: Quirk Movement

Posted: Wed Jul 28, 2010 11:58 pm
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.

RE: Quirk Movement

Posted: Thu Jul 29, 2010 1:07 am
by Renato
Unfortunately I've only a saved game some hours after the order was given.

Here it is.

RE: Quirk Movement

Posted: Thu Jul 29, 2010 1:07 am
by simovitch
Dave, the wayward unit looks like a bridge-column unit, which is "support" combat class. Does that make a difference?

RE: Quirk Movement

Posted: Thu Jul 29, 2010 4:45 am
by Arjuna
Thanks Renato. I'll check it out.

RE: Quirk Movement

Posted: Wed Aug 18, 2010 3:03 am
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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RE: Quirk Movement

Posted: Wed Aug 18, 2010 9:49 am
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.

RE: Quirk Movement

Posted: Wed Aug 18, 2010 10:08 am
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.


RE: Quirk Movement

Posted: Wed Aug 18, 2010 2:17 pm
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.