coolbean wrote:The thing that sticks out the most would be that a lot of Ottoman guards troops were present, versus a lot of Russian militia troops. It also looks like the Ottomans had a higher luck roll. Also, are there any combat penalties for troops being in a passive stance? Were there any extenuating circumstances, did the Russian troops have any hits on them before the battle? That would mean the roughly even hits during this battle would kill off Russian units while just hurting Ottoman units. Could you post the unit detail battle screen? That would answer a lot of questions.
nemethand wrote:That would answer the assault hits but not the ranged artillery fire ones.
The story is that there were 3 armies; two "normal" ones, with max CP, indeed one consisting of two militia corps, and a third one under a guy with artillery trait, consisting of 4 arty units with some foot soldiers and cavalry. Although I haven't checked it seems that this 'support' corps was targeted and wiped out, whilst the other two remained less affected - intact.
But what is really stunning is the ranged losses for the Russian side. It had more and better guns (with longer range), yet it had 8 elements destroyed. So, the less and "worse" Turkish guns caused more damage then the more and better Russian ones.
FYI, all 3 armies have been present there for several turns, having lvl 2 entrenchements - as indicated by the battle screen.
So, even though being stronger, having more artillery and far more cavalry, being on the defensive with max entrenchement, I was not only badly beaten but simply annihillated. There go my ideas about how combat is handled...
Sir Garnet wrote:Troop experience and especially national morale will also have played a role, but I'd look first at the luck roll. At least in a naval battle, it does happen that the luck roll runs well out of the bump in the bell curve and I have at least once got a 0 luck roll and done NO damage to the enemy. Less extreme results occur more often.
Kensai wrote:You can start with the "Includes" folder/files which set up the initial force pools for each nation, in each campaign. This way you may have a more appropriate idea of the respective force pools.
Sir Garnet wrote:Troop experience and especially national morale will also have played a role, but I'd look first at the luck roll. At least in a naval battle, it does happen that the luck roll runs well out of the bump in the bell curve and I have at least once got a 0 luck roll and done NO damage to the enemy. Less extreme results occur more often.
Second, it would be interesting which troops were actually engaged. The Ottomans took 60% casualties, which suggests that more than the one Russian corps must have been involved at some stage.
Kensai wrote:Sir Garnet, any issues with the script run? Did it correct the issues at hand?
Kensai wrote:Ah, dear Mike, I wish the turns of PON were being processed faster, and I would have experimented with every single possible command and its uses. This is not possible. Perhaps with Pocus we can set ourselves into improving the sometimes cryptic documentation in the AGEOD wiki.
Autoupgrade is a useful feature, generally. But there should indeed be a parameter not to enforce it in scripted events. If I say I want to spawn a wooden ship or a 1840s infantry unit, I want the engine to do that, not give me the end of the change. Your idea might actually work, if allowed by the script parser.![]()
Code: Select all
SelectFaction = $CMN
SelectRegion = $Venetia
StartEvent = Return of Venice to the Kingdom of Italy (1878)|1|1|NULL|NULL|$Venetia|NULL
Actions
SelectFaction = $ITA
SelectRegion = $Venetia
ChangeRgnOwner = AUS
bjfagan wrote:I mentioned to Pocus some time ago, and hopefully he fixed it, that units receiving new elements after losing them in battle were getting the upgraded elements without having discovered the requisite tech. I disbanded the German battleship squadron that had the 1915 battleship element and there are a few army units that have WWI tech elements. I have seen a few British naval units with the 1915 battleship elements too.
SelectFaction = $CMN
SelectRegion = $Anglia
StartEvent = 1878_Payment_for_Cyprus|1|1|NULL|NULL|$Anglia|NULL
Conditions
Actions
SelectFaction = $GBR
SelectRegion = $Anglia
ChangeResStock = $merCapital;-3500
ChangeResStock = $merDiplomat;-1
SelectFaction = $TUR
SelectRegion = $Constantinople
ChangeResStock = $merCapital;3500
EndEvent
Code: Select all
SelectFaction = $CMN
SelectRegion = $Anglia
StartEvent = British Lease of Cyprus (1878)|1|1|NULL|NULL|$Anglia|NULL
Actions
SelectFaction = $GBR
SelectRegion = $Anglia
ChangeResStock = $merCapital;-3500
ChangeResStock = $merDiplomat;-1
SelectFaction = $TUR
SelectRegion = $Constantinople
ChangeResStock = $merCapital;3500
ChangeResStock = $merDiplomat;4
ChangePriceInc = 18
EndEvent
Code: Select all
SelectFaction = $CMN
SelectRegion = $Sacramento
StartEvent = Japanese miners shut down operations in California (1878)|1|1|NULL|NULL|$Sacramento|NULL
Actions
SelectFaction = $JAP
SelectRegion = $Sacramento
RemoveStructure = ByKind $stuProdSite;RANDOM;SINGLEFAC
End Event
Kensai wrote:You had asked for 5, minus 1 used in the deal 4 (as per template use for custom deal). But I think this should be the last time we run this before Pocus clarifies that this is actually a bug. Perhaps indeed a very low Diplomatic skill kills the ability to accumulate diplomats (although less than 2 as pool is indeed pathetic, that should be the minimum).
Kensai wrote:Maybe only a couple of models are affected. I don't give too much attention to the "unit descriptions" as it may be wrong. But yes, a 1915 model is much overboard in respect to a 1885 one. Sir Garnet, the wiki has some other model generation check commands. I think only Pocus can answer this, I really do not have the time to check every command by checking each parameter when it needs 5-6 mins to process each turn. (although come to think of it, most commands could be applied in a snappy war-only scenario as well... in PON the small campaigns process really quickly)
Jim-NC, the script is ready but you have to account for inflation (as per our templates as well), will adapt it and present it here later. When do you (plural) want it to run?Code: Select all
SelectFaction = $CMN
SelectRegion = $Anglia
StartEvent = British Lease of Cyprus (1878)|1|1|NULL|NULL|$Anglia|NULL
Actions
SelectFaction = $GBR
SelectRegion = $Anglia
ChangeResStock = $merCapital;-3500
ChangeResStock = $merDiplomat;-1
SelectFaction = $TUR
SelectRegion = $Constantinople
ChangeResStock = $merCapital;3500
ChangeResStock = $merDiplomat;4
ChangePriceInc = 18
EndEvent
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