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Lasse
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Movement in latest patch

Thu Sep 27, 2012 7:51 pm

Since the latest patch, I've been unable to plan or coordinate moves or even try to guess when units migth get to a certain point.
An excample in the 'White of their eyes scenario' I try to move Stark to Ticondaroga - a move that'll take around 73 days. Next turn, he'll hardly have moved and now it says it'll take 235 days (this being may) and his unit totaly down i cohesion.
This happens all over the place, and when units encounter enemies they fall back (because of low cohesion) to the previous area - a move that might have taken them 90 days when advancing!!!
Am I the only one having this problem? I didn't happen before I installed the latest patch.

Edit: Other excamples: Arnolds Canadian expedition will never reach Canada. Troops will take over a 100 days to reach 69 from the nearest area. On unit of militia will take 5 days to reach Norfolk from nearest area, and another militia will take 83 days...

Edit2: And a question - why can't the Rangers (or what they're called from the fort near Pittsburg) take Fort Detroit, even though they kill all the defenders? They just keep besieging the place even though the Fort is empty?

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Philo32b
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Thu Sep 27, 2012 11:53 pm

When I see 235 days for travel, it usually is because I have accidentally included a non-movable unit (stationary canon) in the group. You might check that. I can't speak to the other points, though.

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Lasse
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Fri Sep 28, 2012 12:16 am

No I havn't. The first turn it says something sensible like 14-73 days, and the next it says 200something. I'm moving lone militia or a leader and some militia. Stark and his militia is espescially funny, him being an expert in figthing in rough terrain (I think it should be him fighting THE rough terrain).
I've been playing AGEOD games for years without this problem (BIA, RUS, ACW).

Taijian
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Fri Sep 28, 2012 9:39 am

Lasse wrote:Stark and his militia is espescially funny, him being an expert in figthing in rough terrain (I think it should be him fighting THE rough terrain).


Yeah, IIRC Stark`s raiders move like 'Heavy Infantry' which really doesn't make a lot of sense. This also affects other British colonial raider-type units. Lodylefty?

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lodilefty
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Fri Sep 28, 2012 12:35 pm

We're looking at a param in beta right now to address "away from home" penalties for Raiders and Militia.
Stay tuned
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lodilefty
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Sat Sep 29, 2012 1:34 pm

Stark's force at the start of 1775 is New Hampshire Militia.

All Militia types will suffer rather significant penalties as soon as they are outside their Home State or area.

Add to that the likelyhood on April and May that the weather will be Rain or Snow in regions of Western New England, and you will move slowly and lose cohesion rapidly. Low cohesion of a force also slows them down.....

In short, Militia are really losy away from home!

However, some of the parameters controlling all this were updated with new game engine used in the patch, and we are adjusting them now...

If you look in \WIA\Settings\GameLogic.opt, you'll see:
// *********************************************************
// ************ HOME AREA PENALTY/BONUS **************** Added August 4, 2012
// *********************************************************
// see HomeArea at the model level
areaOutsideHomeAbi = -1 // -1 level to abies (can render them inactive)
areaOutsideHomeStr = -2 // Strategic
areaOutsideHomeOff = -2 // Offensive
areaOutsideHomeDef = -1 // Defensive
areaOutsideHomeTQ = -3 // TQ (and 5 time that to max cohesion)
areaOutsideHomeMR = 33 // Move Ratio Coeff (x0.33)
cohLocalAreaBonus = 10 // bonus to max cohesion if at home


In particular, the highlighted value is clearly too low. Testing currently has it changed to 0.66, and I'm tempted to bump it up a bit more, to 0.75 perhaps.

You can try changing this value in your game [you must exit and restart the game to take effect], or you can wait for the next patch.
Note: the "Away from home" for Militia is WAD, except for the amount of move penalty.
Militia doesn't "campaign" well....
Nobody campaigns well in rain or winter.....

Note2: Rangers have a slightly confused "Home", and we're tuning that up also, which should correct that movement issue.
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Lasse
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Tue Oct 02, 2012 8:13 am

But we agree that Arnolds Canadian expedition is supposed to be able to reach Montreal within the first 200 days or so?
And why are they able to retreat a distance in a couple of days that took them 50-100 days to advance?

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lodilefty
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Thu Oct 04, 2012 5:41 pm

With the parameters currently under test, I am able to get Arnold to St. Francis in October, completely out of supply.
I rested him in November, then moved to Quebec and laid siege in December:

From WikiPedia:
By the time Arnold reached the French settlements above the Saint Lawrence River in November, his force was reduced to 600 starving men. They had traveled about 350 miles (560 km) through poorly charted wilderness, twice the distance they had expected to cover. Assisted by the local French-speaking Canadiens, Arnold's troops crossed the Saint Lawrence on November 13 and 14 and attempted to put Quebec City under siege. Failing in this, they withdrew to Point-aux-Trembles until Montgomery arrived to lead an unsuccessful attack on the city.


To do this, in addition to the adjusted parameters, I never marched more than 27 days in any turn [allows cohesion recovery], stayed in Passive ROE as much as possible [reduces cohesion losses], avoided Mountains where practicable, and as stated, captured St. Francis and obtained partial resupply.

Due to probabilities, there will be some variance game to game [mostly if Rain or Snow intrudes], but that is as it should be....

This seems to me to resolve the issue. New beta patch soon....


The retreat times you cite are AFAIK a game engine limitation.
Think of it as "march grudgingly forward, but run like rabbits when routed"
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Lasse
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Thu Oct 04, 2012 8:25 pm

But some of the trouble is that it happens befor the leave the local areas - Stark for instance can hardly leave his starting area in his first turn if you make his final destination Ticondaroga. The same applies for the militia to zones from ninety-six moving towards nienty-six. They arrive exhaustet, meet an enemy unit and is pushed all the way back, wich didn't happen before the patch. I understand what your saying about militia outside of their home zone, but having one being able to travel a distance in 9 days and another militia the same distance in 36 (just an excample) because the move from Virginia to North Carolina i confuesing and frustrating (for me). I can't se where it belongs at a glance, espesically in larger armies - but maybe that's just me...

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lodilefty
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Thu Oct 04, 2012 11:26 pm

What you describe is accentuated by the excessive penalty in the posted patch.
It's fixed in the upcoming patch, but you will always need to take care that Militia will suffer outside their Home Region. It is WAD in my test.

Militia NATO icons include State of Origin letters.
State boundaries are easily viewed with the Map Filter.

If you still dislike it, you can mod the GameLogic parameter to set the movement penalty value at 1.00....
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Yorick
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Fri Oct 05, 2012 12:50 am

A small thing I noticed is that Morgan and his attached riflemen move very slowly outside the Middle States, which is kind of a drag if you want to use him in the southern theater as historically happened.

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