pantsukki wrote:This is a very common occurrence, and also very annoying, especially because of the one month long turns. In the attached save, during the previous turn (April 86) I ordered the Italian army to march through hostile Croton (level 1 fort) with red-red orders towards Rhegium. They ended the turn besieging Rhegium, with Croton still in Populares hands. Similar thing happened with Sulla's army in Greece, he had red-red orders to march to hostile Athens (level 1 fort, the province also had a hostile army), and then to continue to Southern Greece to attack the Pontic army (that is, I dropped Sulla's stack on top of the Pontic army). What happens? Athens still in Pontic control, and Sulla engaded the Pontic army in the south once (my other major annoyance is the execution of that "drag on top" order, shoudln't the selected army then aggressively pursue the target?).
I can provide the scripts and logs if needed.
pantsukki wrote:So this is because the game changes the stack's stance? Huh. I might understand the stance change after a battle, but in this instance there was no battle in either Athens or Croton.
yellow ribbon wrote:its enough that something blocks you during turn processing. unfortunately the engine is not issuing the order automatically after the disturbing element is gone either by fight or for it moved along.
As said, if you just hunt down troops this should not happen, but there in south Greece its a bottleneck.
i take it, that what you tell about Sulla did happen in a different turn/game?
caranorn wrote:To me this kind of behaviour is correct as it makes no sense for an army to just walk up to an enemy's walls, assault, move on, assault the next city, move on etc. It's already too easy to take small cities by assault, no need to speed up movement even more and end up using Blitzkrieg like tactics two milenia early...
Blind Sniper wrote:To me is incorrect, we are speaking about one month per turn, is not Blitzkrieg is a matter of scale.
In this way you need two months to take two small cities, I would call Slowkrieg even if in Roman Era.
caranorn wrote:Wasn't a change to assault introduced in one of the previous games? I distinctly recall such.
Iirc assault order now only enters into effect in the target province. So your force set to assault would not assault cities in the province it starts or passes through but only in the final province of it's move. Possibly when a force's movement is stopped by enemy ZoC (often happens when you try to move through enemy held provinces with fortresses) it will then execute the assault order (as movement has already been cancelled it will end the turn in that province after the assault)...
For the above examples, that would give just marching by Croton (had an enemy force stood in the field there a battle would have taken place as if your force had been in offensive (organge) stance, had no garrison been in Croton you would have taken the city without assault before passing through), arrived at Rhegium no assault as you cannot assault an unbreached level 2 fort (except leader trait). In the Greece example, your targetting the enemy force probably superceded any routing order you issued before, so your force passed around Athens (where it might well have been blocked by enemy ZoC) and arrived in southern Greece engaged the enemy...
To me this kind of behaviour is correct as it makes no sense for an army to just walk up to an enemy's walls, assault, move on, assault the next city, move on etc. It's already too easy to take small cities by assault, no need to speed up movement even more and end up using Blitzkrieg like tactics two milenia early...
Jim-NC wrote:I want to say you are correct. This was an game engine change a while back. It was asked for the units to assault only in the end province, not what they move through. IIRC this was done with AACW a few years ago.
This way you could assault something far away, and not get stuck at the 1st enemy structure. So imagine you want to capture a town 20 days away behind enemy lines, but not engage the large army next to you. That's what this simulates.
Henri wrote:If I understand correctly this means that a force can NEVER move (during the same move) after carrying out an attack? This also means that one could slow down a strong enemy advance almost indefinitely by putting a series of weak units with red attack orders in the path of an advancing enemy where the enemy could only fight one of them every month? The advancing enemy could counter this somewhat by breaking up his army into smaller stacks (assuming he could see all the defending units), but this sounds very gamey...
pantsukki wrote:This. If the turns were two weeks like in RoP, this would be more understandable. Right now it often happens that your army takes a (very small!) city within the first few days of a turn, and then does absolutely nothing for close to one month. Even if you have given orders to the contrary.
The advancing enemy could counter this somewhat by breaking up his army into smaller stacks (assuming he could see all the defending units), but this sounds very gamey...
Jim-NC wrote:I want to say you are correct. This was an game engine change a while back. It was asked for the units to assault only in the end province, not what they move through. IIRC this was done with AACW a few years ago.
This way you could assalt something far away, and not get stuck at the 1st enemy structure. So imagine you want to capture a town 20 days away behind enemy lines, but not engage the large army next to you. That's what this simulates.
Pat "Stonewall" Cleburne wrote:They added that, but left in a way to assault multiple structures. Red/red assault is supposed to assault multiple structures. Red/orange and below is supposed to just assault at the end. This was done to help the AI not accidentally assault structures in between since they don't use red/red.
PhilThib wrote:A save of the turn and the script reports will be needed
Emx77 wrote:Please, can someone from the Ageod's team answer if this is WAD or bug?
James D Burns wrote:I'm not a dev, but the first thing that jumps out at me is the fact it only takes one day to get to each region. What are your battle delay settings? If you are like me and play with long delays, it could be he simply doesn’t have enough time to generate a battle before moving to the next region. Just guessing but might be worth looking at.
Jim
Narwhal wrote:To complete Emx, I believe it comes from the fact that the army checks whether it can go further BEFORE resolving the assault. When going through cities without walls, there are no issues, but the walls will block the movement.
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