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Units that don't withdraw
Posted: Sun Jul 02, 2006 12:12 pm
by *Lava*
Hi!
Dunno why this happens to me, but in the scenario I'm working on, not all units withdrawn when they are suppose to.
Normally the units that don't withdraw are small units that were forced to divide during battle.
With COW there were a lot more of these and I had hoped that TOAW3 would put an end to this, but it seems it still lingers somewhat.
Yes, the withdrawal event is written correctly and the unit counters are all the same.
Ray (alias Lava)
RE: Units that don't withdraw
Posted: Sun Jul 02, 2006 3:58 pm
by golden delicious
I take it this is a "withdraw army" event you're using? Units which are eliminated will not always be withdrawn properly by this event.
What I suggest, if you have the events, is to have a second event running of a two or so turn delay from the first which withdraws the army again. Obviously there is always a chance that something will sneak through the net, but you should account for the vast majority of problem units by this method.
Two other possibilities are banning reconstitution of such units (which obviously has drawbacks) and the use of a house rule, which of course is not ideal.
RE: Units that don't withdraw
Posted: Sun Jul 02, 2006 4:10 pm
by *Lava*
Hi!
Ah.. so these are "reconstructed" units which slip through the "withdrawn army" net. Makes sense.
If that is so, wouldn't a 5 or 6 turn delay on a second event be better to clear them all out?
Ray (alias Lava)
RE: Units that don't withdraw
Posted: Sun Jul 02, 2006 4:22 pm
by golden delicious
ORIGINAL: Lava
Hi!
Ah.. so these are "reconstructed" units which slip through the "withdrawn army" net. Makes sense.
If that is so, wouldn't a 5 or 6 turn delay on a second event be better to clear them all out?
It would depend on the circumstances. Use whatever range you want.
RE: Units that don't withdraw
Posted: Sun Jul 02, 2006 6:20 pm
by Raindem
ORIGINAL: Lava
...Normally the units that don't withdraw are small units that were forced to divide during battle...
I know for a fact that Withdraw Army works on divided units (with the limitations Ben mentioned) so I think we're talking about the Withdraw Unit event. I've never tried it on a divided unit but I can see how it would cause problems.
Another good reason to allow designers to control unit breakdowns.
RE: Units that don't withdraw
Posted: Sun Jul 02, 2006 7:09 pm
by ralphtricky
ORIGINAL: golden delicious
I take it this is a "withdraw army" event you're using? Units which are eliminated will not always be withdrawn properly by this event.
What I suggest, if you have the events, is to have a second event running of a two or so turn delay from the first which withdraws the army again. Obviously there is always a chance that something will sneak through the net, but you should account for the vast majority of problem units by this method.
Two other possibilities are banning reconstitution of such units (which obviously has drawbacks) and the use of a house rule, which of course is not ideal.
It's a known bug that we're working on for a future patch.
RE: Units that don't withdraw
Posted: Sun Jul 02, 2006 10:00 pm
by golden delicious
ORIGINAL: Raindem
I know for a fact that Withdraw Army works on divided units (with the limitations Ben mentioned) so I think we're talking about the Withdraw Unit event. I've never tried it on a divided unit but I can see how it would cause problems.
I'm pretty sure Lava means the withdraw army event. The fact that the units tend to be fragments is a coincidence, since units which evaporate are often fragments. This has happened to me repeatedly in certain scenarios.