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mikee64
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Movement rate oddities

Mon Jun 11, 2007 12:30 am

I was trying to move a mess of muddled units from Fort Pickens (failed siege) and noticed some movement anomalies. The base data follows at the end of the post; all movement described is from Ft. Pickens to Santa Rosa FL in mud.

Oddities:
- Jubal Early who is supposed to be a Fast Mover in all cases moves much slower than the other leaders whether in command of a stack or a Division.

- Josh McCown OTOH moves incredibly fast, again whether in command of a Div or a stack.

- Movement penalties/rates for some units when moving independently seem to disappear when they are imbedded in a division.

- There are apparently some weird cumulative penalties (albeit slight) when you combine units with the same movement speed; ie an infantry unit and an artillery unit who would make a move in a certain amount of time do not achieve the same speed when combined. Don't see a problem here I just did not realize it was happening.

I guess bottom line is that after spending almost an hour mixing and matching I still could not resolve exactly what was happening and why. The Early/McCown portion of things alone led me to believe something may be a little off.

Sample of test results:

Movement rates form Ft. Pickens to Santa Rosa FL (marsh, mud):

Division under J McCown which includes infantry, artillery and cavalry: 2 days

Same Division under Jubal Early (Fast Mover): 4 days

Same Division under McCown + Engineer: 3 days

Same Division under Early + Engineer: 16 days (? – what happened here)

Cavalry unit moving alone: 6 days

Sharpshooter unit moving alone: 8 days

Engineer unit moving alone: 11 days

Signal unit moving alone: 11 days

Infantry unit moving alone: 12 days

Artillery unit moving alone: 12 days

Infantry + Artillery unit together (same units as above): 13 days

Sharpshooter + cavalry + artillery: 13 days

Sharpshooter + cavalry + artillery + infantry: 15 days

Early + Sharpshooter + cavalry + artillery + infantry: 17 days (?)

McCown + Sharpshooter + cavalry + artillery + infantry: 7 days (?)

(Edit: Early and McCown were both activated, so no penalties because of that; check your email for savegame info Pocus.)

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Jabberwock
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Mon Jun 11, 2007 12:51 am

Some of that is probably due to CPs (or lack of them), but the Jubal Early move is definitely an anomaly. I'm not familiar with McCown, but is he by chance a higher rank than Early?
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mikee64
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Mon Jun 11, 2007 12:58 am

Good point, I thought the CP penalty only affected combat, but you could be right. I am off to run some more tests to see.

No, McCown is lower ranked than Early, but I ran the tests with them in separate stacks, so that would not have mattered.

Wilhammer
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Mon Jun 11, 2007 3:25 am

CP penalties definitely affect movement.

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mikee64
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Mon Jun 11, 2007 4:53 am

OK, the CP affect can account for some of the discrepancies; thanks Wilhammer and Jabberwock. (And that's actually another pretty cool thing.)

However something still seems amiss (in addition to the Early/McCown oddity).

I can move a 12 lb artillery unit alone to an adjacent region in 41 days; this unit has a 5% CP penalty. But if I move an infantry brigade with an embedded 12 lb artillery unit along the exact same route, and with a 10% CP penalty, it only takes 35 days.

Maybe I'm looking for some linearity or other obvious structure to movement times that is just too complicated to spot, but the combinations I can produce just in this one instance seem weird.

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Pocus
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Mon Jun 11, 2007 7:38 am

don't forget that leaderless units always get maximum CP penalty for movement. In this case (leaderless units) the CP listed is for combat only.

For leaders, the CP penalty listed is for movement and combat, except if the leader is not activated, in this case you revert to case (1): he get max CP penalty (-35% speed) for movement only.

A unit move at the speed of the first line element in the unit, this is why a division with regiment + battery will move faster than a lone battery. This is a simplification to speed up the pathfinding, but you can always think of some real reason, like the regiments leasing men and mules to the artillery.

Mike I got your save, but knowing these additional infos, perhaps your questionning is solved? If not, tell me specifically what is the movement that poses you a problem, I will check it.
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Lonster
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Tue Jun 12, 2007 4:40 am

....but what about the "fast mover" moving slower ? :tournepas

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Jacek
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Tue Jun 12, 2007 6:31 am

Isn't the fast mover trait affecting only chances of "forced march"?

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Pocus
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Tue Jun 12, 2007 7:19 am

I don't have the save with Fort Picken & troops.
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mikee64
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Tue Jun 12, 2007 11:13 pm

This is my fault as I did not get Pocus the correct save, so I told him I would do some more testing to maybe make any problems easier to find.

I set up the 1864 scenario and tested different movement rates; the explanation above cleared up most issues with independent units.

However, I do think there is a problem with Jubal Early and movement. In all cases, whether leading a division or not, and with the same troops in all cases, he moves slower than other "normal" leaders. It is almost as if he has the slow mover trait by mistake instead of fast mover in the DB.

I have test saves set up with several different locations and scenarios, but the easiest thing to check might be Early's movement trait. If anyone wants to confirm this just set up the 1864 scenario and turn the AI off; you should see that whenever Jube is included there is a penalty.

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Pocus
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Wed Jun 13, 2007 6:33 am

J. Early has the quickly angered traits, meaning that if in command, he provides negative CP... so this slow down units.
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veji1
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Wed Jun 13, 2007 7:07 am

Hmmm.. Then he is not a fast mover I guess..

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Pocus
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Wed Jun 13, 2007 8:47 am

the trait is rather severe for a one star leader, this is perhaps the problem. Perhaps an alternate 'light' version would be in order.
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mikee64
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Wed Jun 13, 2007 11:47 am

But, I stacked other leaders with him to negate the CP penalty - at least the penalty that is displayed. In the tests I did he was showing no CP penalty, but maybe this was for combat and not movement as Pocus said above?

If so, just a bit confusing. sig line needed here... ;)
Mike

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Pocus
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Wed Jun 13, 2007 3:52 pm

no CP penalty would be no penalty for both combat and movement.
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veji1
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Wed Jun 13, 2007 3:56 pm

Pocus wrote:the trait is rather severe for a one star leader, this is perhaps the problem. Perhaps an alternate 'light' version would be in order.


Yup, A minus 1 CP or a cohesion malus ?

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