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P. Beauregard' Corps
Ace wrote:On a minor note. When I mentioned MTSG Corps returning to their own province, I was thinking about some players complaining while ago why his heavily entrenched Army in Mannassas was pushed to Fredericksburg after helping to defend small Corps in Fallmouth. I am only afraid that the defense in the game will become too strong if the MTSG Corps would use their current entrench like in TEAW. If the Corps is MTSGing, his entrench value should be 0 for this era like it was always in AACW/CW2 games.
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:Additions:
I'll also see how to remove the 'coming from' after one turn, do we agree on that?
Captain_Orso wrote:I tried the battle with the new engine.![]()
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E. Johnson retreats back to Albemarle and Beauregard to Louisaompom:
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ompom:
Just on a side note,I do wonder why Lee didn't MTSG along with Johnson
Anybody have an idea if it might be because Lee as no units with him?
pgr wrote:Of the top of my head in a current tournament game I am hosting, Jim-NC and Ace me thinks, CSA troops in Winchester retreated during a battle and chose 100% Union controlled Harper's Ferry (with a garrison if memory serves) over CSA controlled Strasbourg (with its friendly depot).
I also seem to recall AI games where a Union stack next to Richmond was attacked by a corps coming from Richmond and chose to retreat to my waiting army in Richmond rather than move away in the direction of FT Monroe. Of course the memory could be a bit fuzzy![]()
elxaime wrote:Something similar just happened and caused a current PBEM to implode. And I really can't fault my CSA opponent for being upset. Weird retreats have been the bane of the game system for ages. It happens again and again that forces retreat away from paths of safety into the jaws of destruction. Or away from open lines of supply and waiting stocked depots into barren wilderness.
I suggest an elegant solution. Add a "Preferred Retreat" order option to the unit commands menu. If enabled, it would allow the owning player to click on an adjacent eligible area (which would blink to acknowledge the command, like amphibious landing selections do) which met certain baseline parameters, e.g. could not choose areas with sighted enemy forces with equal/greater combat power and/or 100 MC. Then, during any ensuing combat, if the force had to retreat, it would go to the preferred area. It may still have to encounter enemy forces that moved in during the turn, but that would be the breaks. I am not sure the system allows it, but ideally the order should allow you to "chain" Preferred Retreats to two regions. If you wanted to make this second region ability only available to forces with leaders who have "4" or above command ability, that might be a nice extra touch.
If you wanted to allow for deep raiding forces, then tweak the Preferred Retreat setting command so that mobile forces (e.g. cavalry, horse artillery) led by a leader with a deep raider symbol could also choose Preferred Retreats into areas of enemy 100 MC, subject during the turn itself to making a command roll (which would retain some element of chance).
Adding this function adds some complexity and another layer of micro-management. But I think it would be welcomed by most players, who'd at least use it for key forces.
elxaime wrote:On the other hand, it could be the code changes above will make things satisfactory.
It sounds like this is an outgrowth of changes in the retreat algorithm for To End All Wars. Does this likely mean that the eventual fix will be a solution common to all games using this engine?
Merlin wrote:I had Lee and Jackson set to evade because that stops them from MTSGing into Falmouth. If you run it with them set any other way, they MTSG, cannot retreat back to Fredericksburg, and end up in Manassas with Longstreet.
Merlin wrote:What bothers me is the total lack of consideration for Warsaw, which is where I expected Longstreet to end up. I'm aware Manassas is a valid retreat location, but it's enemy held and 100% enemy MC. Warsaw has no supplies, but is friendly and 100% friendly MC. Warsaw should be the first priority, Manassas the second.
Merlin wrote:Also, the ability to MTSG across a blocked river region is highly problematic and shouldn't happen. As I see it, right now MTSG is not affected by a river blockade, but retreat is. This can be disastrous and even be abused, I think.
Captain_Orso wrote:??? You had 94% MC in Stafford, which means that the Union Corps there must go to OP unless set to PP, which means he will attack and call in McDowell and co., which means Longstreet will be fighting something like 12 divisions with his 3?, 4?, plus he's set to hold-at-all-costs. Suicide. But that's beside the point.
Warsaw is avoided because it's on a peninsula. The code looks at how many adjacent land regions a retreat-target has. The few adjacent land regions, the less likely for it to retreat there.
I think the code should take blocking into account. Pocus will have to have a look at that aspect.
Pocus wrote:In next release candidate, a stack won't MTSG if it has to cross a river which is being blockaded by ships, or if the ZOC in its own region (generated by enemy) would prevent it from entering it (its own and current region), meaning it can't reach the battle region.
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