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Disruption in Combat Resolution Window
Posted: Thu Oct 27, 2022 10:33 pm
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.

- Cross river disruption added to total
- cross_river_disruption_strange1.jpg (948.4 KiB) Viewed 603 times
Re: Disruption in Combat Resolution Window
Posted: Fri Oct 28, 2022 12:42 pm
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.
Re: Disruption in Combat Resolution Window
Posted: Fri Oct 28, 2022 10:20 pm
by Wiedrock
Testet in bad weather/Snow/Blizzard, same issue as while crossing rivers.

- TOTAL Ground Elements Count.
- 20221029001609_1.jpg (618.66 KiB) Viewed 496 times
Renamed Thread.
Re: Disruption in Combat Resolution Window
Posted: Sat Oct 29, 2022 5:45 am
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.
Re: Disruption in Combat Resolution Window
Posted: Sat Oct 29, 2022 12:19 pm
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 (870.78 KiB) Viewed 447 times
Re: Disruption in Combat Resolution Window
Posted: Fri Oct 27, 2023 11:54 pm
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 (525.27 KiB) Viewed 337 times
Re: Disruption in Combat Resolution Window
Posted: Sat Oct 28, 2023 4:56 pm
by Joel Billings
No, not easily, so we decided to live with it.