bigus wrote:Thanks Generalisimo.
MC still seems to be the driving factor for retreat paths. I can have a depot with 68% mc and a region with 90% control and I bet they will retreat to the region with 90% control regardless of where this region is. Maybe just me but this has been the pattern in my tests so far.
Pocus wrote:Then boost ctlRetreatAdjDepot and you should have your troops attracted by an adjacent depot...
tagwyn wrote:Rebel forces retreating from Memphis will always go to Corinth if Held by Confederate forces. t
bigus wrote:Here is a test scenario and Control&Retreat.opt file for the scenario.
If you change any parameters in the Control&Retreat.opt file then you should restart the game.
Note: I've always tested using extreme values. I've left it this way. The original values are noted at the end of the comment.
ctlRetreatLandLink = 35000
ctlRetreatPrevSubSpaceCoeff= 25000
[ATTACH]12497[/ATTACH]
Pocus wrote:You are in effect removing the influence of all others parameters here....
Pocus wrote:These changes are dynamic, no need to restart a game..
Pocus wrote:If there was a bug in the code, it will be fixed for AACW too as the retreat code is common to all AGE games.
Gray_Lensman wrote:The "if" leaves a lot of questions and for sure I'm not messing with any of the changes for the Control&Retreat.opt file for the current beta patch without knowing if the aforementioned bug was in the game engine. The v1.16 b6 AACW game engine was released PRIOR to Pocus announcement of finding the bug in the AGE game engine. It could very well be that the next release of the v1.16 game engine might include the fix for his surprising bug find and correct a lot of retreat issues without compensating the variables in the Control&Retreat.opt
Gray_Lensman wrote:Check out the thread that Ebbingford links to above in Post #37, especially Pocus reply/response within that thread.
Pocus wrote:As for 'restart the game', I believed you were saying 'restart the scenario' and not 'restart the game engine'. Sure, the engine don't read dynamically the variables you edit in each of the files (well, it does that, but only when setting up the interface and only for us the devs )
Pocus wrote:No, that's depend of the situation, so the parameters. Say you make a foray into the enemy land, then you find the situation too dangerous, and decide to move back to your soil. But then, you are intercepted by an enemy stack on your way back. With your parameter, you'll bounce back to the enemy soil. With more fine tuned parameters, you'll perhaps make a translation move to a region adjacent which is friendly to you.
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