FelixZ wrote:
Does any one think that this thread should also discuss how to avoid/alleviate bad retreats under the current rules?
Im all ears for tips

pgr wrote:Im all ears for tips!
Ace wrote:1) Make retreat impossible to 0%MC regions for all except cavalry and irregulars
2) Make MTSG Corps retreat to original region, not to the region attacked Corps is retreating to (this has been implemented in TEAW and works quite nicely)
Pocus wrote:As I said, the MTSG forces are now put back in EAW into their region and are not subject to retreat. As CW2 shares the same code, it sounds logical to me that CW2 gets the rule too, and the EAW betas are happy with it. Is it a problem.
5 - Big bonus for retreat toward origin region, only the first time
Not done. I'll have to check what it implies...
Pocus wrote:1 - Retreating toward friendly only structures.
This is supposed to work like this. If it's not, then it's a bug.
2 - Friendly MC pulls retreating force
Already done since years
3 - Not sure I understand, if you allow by modding retreating even in 0% MC, then nothing else will prevent the army from entering the region in theory
4 - Friendly SU pulls retreating force
Already done since years
5 - Big bonus for retreat toward origin region, only the first time
Not done. I'll have to check what it implies...
As I said, the MTSG forces are now put back in EAW into their region and are not subject to retreat. As CW2 shares the same code, it sounds logical to me that CW2 gets the rule too, and the EAW betas are happy with it. Is it a problem.
So what's remain TBD? Check if bugs and add (5) ?
Pocus wrote:1 - Retreating toward friendly only structures.
This is supposed to work like this. If it's not, then it's a bug.
Pocus wrote:5 - Big bonus for retreat toward origin region, only the first time
Not done. I'll have to check what it implies...
Ace wrote:Example 3) Butler attacks Magruder from Ft Monroe. Magruder retreats 1 region West were he is attacked with another unit already present there. Currently he would retreat towards Butler again which is bad. But even worse would be if he would just pass through flanking units towards Richmond. [color="#FF0000"]IMO, the second battle after the first retreat should be to the last men.[/color]
Ace wrote:Perhaps the code checks ownership at the beginning of the turn. Midturn the possesion of friendly structures can change hand and units still retreat towards them?
Ace wrote:I am not sure what you mean,
Ace wrote:let's give this example:
[ATTACH]31850[/ATTACH]
1) Magruder assaults FtMonroe. Under current rule, if Union cannot retreat anywhere else, Union units outside FtMonroe will retreat towards Hampton roads (the very place Magruder held at the start). This kind of retreat is illogical. I am advocating that the code be added so defeated units cannot retreat toward region containing much more units than they have nor to the regions attack originated from(even better would be if the code would check/compare Pwr values).
Example 2) Let's say Magruder has Union division behind him (Westwards of him in between Richmond and Hampton roads). Union division assaults him from the West towards FtMonroe. If there are strong Union forces in FtMonroe, he should have no place to retreat. There has to be possibility to corner units on the map. It would be absolutely wrong to allow Magruder to retreat towards Richmond through unit attacking him only because the code steers him away from FtMonroe...
Example 3) Butler attacks Magruder from Ft Monroe. Magruder retreats 1 region West were he is attacked with another unit already present there. Currently he would retreat towards Butler again which is bad. But even worse would be if he would just pass through flanking units towards Richmond. IMO, the second battle after the first retreat should be to the last men.
Pocus wrote:
1 - Retreating toward friendly only structures.
This is supposed to work like this. If it's not, then it's a bug.
2 - Friendly MC pulls retreating force
Already done since years
3 - Not sure I understand, if you allow by modding retreating even in 0% MC, then nothing else will prevent the army from entering the region in theory
4 - Friendly SU pulls retreating force
Already done since years
5 - Big bonus for retreat toward origin region, only the first time
Not done. I'll have to check what it implies...
As I said, the MTSG forces are now put back in EAW into their region and are not subject to retreat. As CW2 shares the same code, it sounds logical to me that CW2 gets the rule too, and the EAW betas are happy with it. Is it a problem.
So what's remain TBD? Check if bugs and add (5) ?
Pocus wrote:I'll first check what is not working as expected, i.e ownership. I also agree that retreating into a region with more power value than you is weird, is everybody ok to forbid that? Then we can proceed with 'only retreat once toward origin region' and 'only retreat once per turn' perhaps, but that's work. The first two are either bugs, or small work.
pgr wrote:Point 2: As above, friendly MC didn't pull Beaureguard (or at least not enough). (As an aside, I see nothing in the retreat logic for depots, cities, and forts, that considers their ownership...just their size. [color="#FFA500"]The Minimum MC line seems to be the only spot in the retreat logic file that seems to take into account ownership[/color], unless I am missing something)
ohms_law wrote:Let's keep in mind that unit movement and the map that we play on is strategic rather than tactical. We're discussing massive unit level routs here, similar to what happened to Pope's Army of Virginia following Second Bull Run where the whole army ran for days back to DC.
Generally, I don't think that units should retreat across provinces at all, as often as they do in CW2.
Pocus wrote:By the way I can't check anything without the order files... I tried playing the turn but got nothing worthy, Beauregard is blocked in Spotsylvania, can't retreat and get butchered. Please provide save. Even better, a small scale engagement with stupid retreat...
Pocus wrote:By the way I can't check anything without the order files... I tried playing the turn but got nothing worthy, Beauregard is blocked in Spotsylvania, can't retreat and get butchered. Please provide save. Even better, a small scale engagement with stupid retreat...
Captain_Orso wrote:Please, think about what it would mean to make such changes. How would the game play? Don't just think about the best case scenario; think about the worst case scenario. If you could put things together in the worst possible situation, what would that look like and what would happen with such changes in place? Now think about how likely or unlikely it would be for such a situation to come about? Now think again about whether that suggested change is a good idea.
Captain_Orso wrote:I will reiterate what I believe must and should be done to fix the situation. Please comment on these; good, bad; too little, too much?:
- Parameters causing a pull toward cities, depots and forts should only work on the retreating stack if the structure is [color="#FF0000"]friendly owned[/color].
. Importance: Would help fix poor logic and many bad situations.
. Why? Because even if a structure is completely devoid of a defender, the retreating stack--in Passive Posture--can have no benefit from retreating into that region. Thus there can be no logical "pull" in that direction.
Captain_Orso wrote:- Friendly MC in a region should pull a retreating stack toward that region.
. Importance: Would help fix poor logic and many bad situations.
. Why? A demoralized forces will logically want to get to a place of relative protection, where no enemy is to be found: IE little or no enemy MC.
Captain_Orso wrote:- No region should be forbidden to enter strictly on the basis of the past: EG based on enemy MC alone. Actual presence should still reduce pull.
. Importance: Current situation. Experience shows that it works.
. Why? Has already been proven to be better the way it currently is. It makes no sense to prevent a retreating stack from entering a region with little to no enemy strength, just because the stack is retreating.
Captain_Orso wrote:- Friendly SU's should increase the pull toward a region.
. Importance: Would help fix poor logic and many bad situations.
. Why? Better than getting to a region without enemy forces can only be getting to a region with friendly forces.
Captain_Orso wrote:Situation: The "ctlRetreatPrevSubSpaceCoeffH = 250 // Coefficient applied to the interest if the region is the one where we are coming from". The reason for this parameter is to force stacks moving into a region, if they retreat, to return the where they came before going into battle and retreating.
Captain_Orso wrote:Fix 1: If there are stacks which MTSG'ed to take part in a battle and a stack must retreat from that battle, all MTSG'ed stacks must return to their original locations, before the retreat-target location(s) is/are determined.
. Importance: High. Situation cause the illogical destruction of retreating stacks.
Why? Otherwise the retreating stack(s) cannot take into account that MTSG'ed stacks will return to their original locations.
Captain_Orso wrote:Fix 2: The "ctlRetreatPrevSubSpaceCoeffH" parameter should only be in affect the first time a stack retreats in that turn.
. Importance: Very High. Situation cause the illogical destruction of retreating stacks, plus it is very illogical.
. Why? After the first time a stack retreats in a turn, all other retreats will cause that stack to return to a region, where the retreating stack "knows" that a strong enemy force is already waiting on it.
Ace wrote:Pgr, was Culpepper last region Beauregard occupied prior to Fredericksburg ?
FelixZ wrote:Question - Has anyone ever had a retreat to an enemy depot before this alleged one?
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