Page 1 of 1
Destroy depot combat bug
Posted: Fri Nov 01, 2013 11:42 pm
by James D Burns
We have stumbled upon a bug in our current PBEM game. It appears that units that are set to destroy a depot cannot be engaged in combat.
Last turn Johnston entered the region around Morgantown on day 10 but no battle was fought with McCall’s troops who were set to destroy the depot. My CSA opponent says his troops reported breaking off from combat due to low cohesion, but no battle was fought so we found that odd. McCall was prevented from destroying the depot.
This turn I again ordered McCall to destroy the depot. Johnston tried to attack but only fought and destroyed the local militia garrison, destroying the town in the process. McCall again did not destroy the depot, and can no longer be given that order even though the depot is still present.
We confirmed that this was probably due to the order to destroy the depot by backing up a turn. I then ordered McCall not to destroy the depot, and Johnston was able to engage McCall in battle. We will be playing on with our game using the backed up turn so we don’t need a fix for our game.
The turn I have linked to this thread is the turn that had the second failed attack. I figured it might help debug the issue.
Jim
Posted: Mon Nov 04, 2013 10:53 am
by Pocus
Weird, that it's tied, but I'll look, thanks.
Posted: Wed Nov 06, 2013 4:02 pm
by Pocus
Nothing obvious as a problem here. Remember that Johnston won't engage directly, only Jackson will, and his chance to commit was 40% only.
I edited the value generated by the dice directly in memory while checking the possibility of a battle, and there was a battle. The dice was 77 if left untouched though, so no battle indeed. That you get the same result by rolling back one turn proves nothing, as in the absence of change, the same dice rolls will be used. On the contrary, if you change something, like McCall not burning the depot, then the dices will be different.
See the report, I got a battle, just by altering the dice. It means that aside from randomness, there is no other cause preventing a battle here.
Now I have seen weirder things, so if you find another oddity, don't hesitate... programming is the cause of so bizarre effects at time

The attachment Sans_titre.png is no longer available
Posted: Wed Nov 06, 2013 8:08 pm
by James D Burns
So what happened on the turn they entered the region when my opponent states he got a message in the events list stating they had broken off combat due to cohesion loss, yet no battle had occurred? So what combat was broken off and what caused the cohesion loss that ended the battle that never occurred?
Jim
Posted: Thu Nov 07, 2013 1:51 am
by moni kerr
What about the town being destroyed? How did that happen?
And once the depot was destroyed the following turn, the objective disappeared. There is now nothing but a rail line through region.
Posted: Thu Nov 07, 2013 3:41 am
by moni kerr
This is the late Sept turn. J E Johnston arrived in Taylor WV on day 10, no battle despite the message;
6/6 Cohesion and organization being so low, Army of the Shenandoah was forced to stop combat in region Taylor, WV
Despite having a 5:1 pwr advantage and 5 days in the region, MC remains 100% USA. Why is that?
And it should only take 5 days to destroy the depot, so why is it still there? There was no battle to interrupt the command.
Posted: Thu Nov 07, 2013 4:11 am
by moni kerr
Jim already posted the early Oct turn. Despite the CSA winning the battle, the Union did not retreat and there were no further battles. And MC only changed to 3% CSA. That seems far too low considering the difference in force sizes greatly favours the CSA. And the town was destroyed, I have never seen that happen before. AsI mention the depot was destroyed and the objective disappeared from the region on the late Oct turn.
[ATTACH]25654[/ATTACH]
Posted: Thu Nov 07, 2013 4:16 pm
by Pocus
So in this case, there should have been a battle, but it was aborted because the cohesion was too low. The depot blowing has not prevented a possible battle.
In 1.01, level 1 towns might be destroyed if the auto garrison triggers and is lost, this has changed in 1.02
Posted: Fri Nov 08, 2013 1:06 am
by moni kerr
Ok the town being destroy is a bug.
I don't understand the low cohesion. Johnston's force was at full cohesion at the start of the next turn. Where was the cohesion loss?
Posted: Fri Nov 08, 2013 10:22 am
by Pocus
I would need the early september file, or even better the full archive, because that's a bit difficult right now to see which turn does what.
I can then look at why Johnston don't trigger a combat because of low cohesion.
Posted: Mon Nov 18, 2013 2:56 pm
by Pocus
moni kerr wrote:This is the late Sept turn. J E Johnston arrived in Taylor WV on day 10, no battle despite the message;
6/6 Cohesion and organization being so low, Army of the Shenandoah was forced to stop combat in region Taylor, WV
Despite having a 5:1 pwr advantage and 5 days in the region, MC remains 100% USA. Why is that?
And it should only take 5 days to destroy the depot, so why is it still there? There was no battle to interrupt the command.
Hi,
So I finally got to the point where I had some time to check the issue... and I get no issue, when I process the early sept turn, Johnston move into Taylor and beats McCall. No message about low cohesion either. McCall starts retreating toward Union, PA, but needs 29 days, so by the end of turn he is still not there. As he did not change region during the turn he was beaten, and as he is in passive, he was safe from being attacked again. As for MC, it is changing toward CSA, 54% MC so far in Late Sept.
So I'm really clueless about this strings of oddities you got and them not being reproducible make them impossible to inspect more closely, sorry.