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MFC with simultaneous retreat

Posted: Wed Jul 13, 2005 7:07 am
by jchastain
In my current game, it is evident that retreats are not working properly. In two separate fights, towards the end of day 1 of detailed combat both sides break and run on the exact same turn. I literally get the "your army is wavering" message followed immediately by the "his army is wavering", and then a repeat of those messages the next turn followed by rout messages for each army. At the end of the fight, I get an MFC error and crash as soon as I return to the strategic map.

So, problem one: Simultaneous retreats throw the thing in a tail spin.

Problem Two: My morale is much higher so if it was just ticking down morale, I should easily outlast him. My units aren't broken, it just seems like a timer went off and I have to run. The design specified in the manual where the attacker loses morale and then must retreat when a majority of his units break is an excellent design. You really should implement that instead of the current "oops, time is up - run" timer.

Problem Three: The timer is being applied to both offense and defense.

RE: MFC with simultaneous retreat

Posted: Wed Jul 13, 2005 2:23 pm
by ericbabe
ORIGINAL: jchastain

In my current game, it is evident that retreats are not working properly. In two separate fights, towards the end of day 1 of detailed combat both sides break and run on the exact same turn. I literally get the "your army is wavering" message followed immediately by the "his army is wavering", and then a repeat of those messages the next turn followed by rout messages for each army. At the end of the fight, I get an MFC error and crash as soon as I return to the strategic map.

So, problem one: Simultaneous retreats throw the thing in a tail spin.

Problem Two: My morale is much higher so if it was just ticking down morale, I should easily outlast him. My units aren't broken, it just seems like a timer went off and I have to run. The design specified in the manual where the attacker loses morale and then must retreat when a majority of his units break is an excellent design. You really should implement that instead of the current "oops, time is up - run" timer.

Problem Three: The timer is being applied to both offense and defense.

Thanks for these reports. I *think* they're all actually caused by another issue which I hopefully resolved...

I do need to increase the rate at which attacker loses morale; a high morale army can last too long at the current rate.

Eric

RE: MFC with simultaneous retreat

Posted: Wed Jul 13, 2005 5:00 pm
by jchastain
Please don't make it too short. The map is big enough that it would be a shame to loose just because you don't have time to get to the enemy. I'd I'd hate for a smart human player to figure out that winning a battle was just a matter of playing "keep away".

Perhaps the degradation should be based on a constant + a percentage of current morale. That way, high morale units lose a bit more each turn and degrade faster, low morale units don't break right away so you can have a reasonable length battle (both due to percentage component), but low units will still break before high morale units (due to constant).

RE: MFC with simultaneous retreat

Posted: Fri Jul 15, 2005 8:36 pm
by AlexT
HAve this Problem in all my games ... BUT I COULD LIFE WITH IT, if there wouldn't be the problem, when this happens (both retreat at the same time) that after this the game CTD ... the battle is finished and I see the result and than it changed to the normal map and always CTD (that is the only killing bug I have, as you couldn't save between the battles it is killing the fun, sometimes I have 4-5 battles a month and than with the last one it chrashed ...

PLEAS KILL THIS BUG FAST ...

THANKS

RE: MFC with simultaneous retreat

Posted: Sat Jul 16, 2005 5:41 am
by AlexT
...

So hi there, found a workaround (seems so)

EVERYTIME, when this ALL Troops are retreating without reason at the same time, occures

I gave the command myself and hit this BUTTON (not surrender) BUT retreat ...

and now the Program could handle what should happen after the battle.
Seems the bug is somehow, taht when the attacker HAS to be forced (because of time) to retreate, all other Countries are also forced to retreat, but as mistake, so Program couldn't decide after the fiinish, who have won ?

Okay now none of my ALL HAVE TO RETREAT (even some of my troops had 9x Moral at this time ????) outcomes, have crashed anymore (untill now :-)

Hope this Info will help you to fix the bug.
THX