sagji
Lieutenant
Posts: 148
Joined: Sat Apr 03, 2010 6:33 pm

Fri Jul 20, 2012 8:38 pm

Pocus wrote:I don't see why in the case of assault, calling it off would be impossible, the code don't differentiate anything on that. Try to assault with a conservative ROE e.g

As for siege itself, I have added rules on ammo usage and attrition in past RC, try it out...
My experience was that with conservative assault orders you will start a battle and withdraw after one round, and then immediately start another battle, and another until you are eliminated at which point all surviving forces in the region retreat regardless of orders. Looking at the logs the units with assault orders having lost 2 battles and being badly damage simply attacked again.

Sir Garnet wrote:Breaches are hardly easy going, and there are further defenses behind. At best it is difficult going, slowing the attackers. Rubble is also great for defenders not committed to close order formations, and building breastworks.
The tool tip says "provides no benefit" the effect is not close to nothing - two extra levels of entrenchment for 10 corps is a big bonus.

Who is totally eliminated? The elements in the assault frontage (plausible) or the attacking division/corps/force entirely?
From memory every stack in the region with orders higher than defend - though that was probably because they were committed to the battle.

Kensai wrote:sagji, what you describe is quite different from my own experience in assaults both in PON and other AGEOD titles that mostly share the same battle code. As Garnet says, if you fail the assault you simply stay there. Are you sure you weren't beaten by an army that sallied forth? Otherwise the besieger stays put, even if he had lost.
Given that the force with defend orders was bigger than the besieged force and, on full cohesion, if they sallied then they should have been wiped out. From memory the logs shows the battered units with assault orders starting a third assault of the turn.

If Pocus has already added some more damage for the besieged under cannon siege, especially if a huge force in a small fort, then we are all set, it fixes most unrealistic situations.
This address the inability to damage a large force in a fort, it doesn't address the problem that all of the large force gains all of the benefits of the fortress - including 2 extra levels of entrenchment when the walls are totally breached. Beyond a certain point the more defenders you put in a fort the easier it is to take, in practice at that point the defenders then spread out but are then partly outside the fort and that part is vulnerable to normal combat without the benefits of the fort.

Pocus, please consider beefing the damage done to enemy trade ships and fleets in MBTs as well. Right now and since v1.02 brought repairing of trade ships in MBTs, destroying the rival mercantile capability is pretty difficult if not impossible. I believe the probability of encounter is pretty low, unless this is WAD because we are relatively early in the game.
Certainly at the moment ships in the MTB are almost invulnerable, but you also need to look at moving to/from/between MTBs - commerce ships are much more vulnerable here but this should not be any different to the implicit movement that being in an MTB represents.

Another area to look at is coastal bombardment when there are shore batteries - last time this just totally wiped out the ships, mostly doing 20 damage in each hit. IIRC 3 under strength coastal batteries wiped out 10 ships (so 10 elements wiped out 40 where the 40 had complete control of the battle). The ships were attacking land units and effectively ignoring the coastal batteries (other than by random target selection) - in reality any shore bombardment would start with action to suppress the coastal batteries, or not happen (regardless of orders) if that wasn't achievable.

User avatar
James D Burns
Posts: 561
Joined: Mon Sep 25, 2006 12:28 am
Location: Salida, CA

Fri Jul 20, 2012 9:36 pm

Started a new game as Prussia with the new patch and got this error. Not sure if this was a problem before or not as I haven’t played a game as Prussia in a very long time. Here is a save file for the last two turns in case you need it.

Prussia.rar
(3.53 MiB) Downloaded 188 times


Prussia.rar
(3.53 MiB) Downloaded 188 times


Edit: Anyone know if I can play on beyond this point, or does this break any new unification events for the rest of the game?
Attachments
Zollverein.jpg

Boernes
Sergeant
Posts: 74
Joined: Tue Feb 28, 2012 11:18 am
Location: Central Europe

Fri Jul 20, 2012 11:43 pm

its no error, the event just lacks proper description

User avatar
Pocus
Posts: 25673
Joined: Wed Oct 19, 2005 7:37 am
Location: Lyon (France)

Mon Jul 23, 2012 2:37 pm

Kensai wrote:sagji, what you describe is quite different from my own experience in assaults both in PON and other AGEOD titles that mostly share the same battle code. As Garnet says, if you fail the assault you simply stay there. Are you sure you weren't beaten by an army that sallied forth? Otherwise the besieger stays put, even if he had lost.

If Pocus has already added some more damage for the besieged under cannon siege, especially if a huge force in a small fort, then we are all set, it fixes most unrealistic situations.

Pocus, please consider beefing the damage done to enemy trade ships and fleets in MBTs as well. Right now and since v1.02 brought repairing of trade ships in MBTs, destroying the rival mercantile capability is pretty difficult if not impossible. I believe the probability of encounter is pretty low, unless this is WAD because we are relatively early in the game.

Any advice how to rise this probability under current rules? I guess a fleet with a Raider Admiral and warships with high Patrol values (frigates, corvettes, etc), right?!


I have exported these for next RC

omwNavChanceToEngagePower = 60 // power used (60 = 0.6) to engage the enemy
omwNavChangeToEvadeCoeff = 200 // Avoidance coeff for target
omwCohesionLossOnExchange = 20 // Number of dice sides for cohesion loss
omwMaxUnitsRatio = 250 // no more 2.5 chasing units per target (damages reduced otherwise)
omwMinEvadeForRunner = 4 // Minimum evade to be a runner
omwMinEvadeForRaider = 4 // Minimum evade to be a raider

I think I'll alter slightly the values, better be prudent, so they will be:

omwNavChanceToEngagePower = 70 // power used (60 = 0.6) to engage the enemy
omwNavChangeToEvadeCoeff = 200 // Avoidance coeff for target
omwCohesionLossOnExchange = 20 // Number of dice sides for cohesion loss
omwMaxUnitsRatio = 300 // no more 3 chasing units per target (damages reduced otherwise)
omwMinEvadeForRunner = 4 // Minimum evade to be a runner
omwMinEvadeForRaider = 4 // Minimum evade to be a raider


That should slightly up the chances and if numerous enough, the damages.

Patrol is super important yes.
Image


Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

User avatar
Pocus
Posts: 25673
Joined: Wed Oct 19, 2005 7:37 am
Location: Lyon (France)

Mon Jul 23, 2012 2:49 pm

Boernes wrote:Well, this is a game set in the 19th and early 20th century. Spotting a ship in the middle of an ocean should be as hard as it can get. You have to get in visual range to spot it, and in gun range to actually fight it.

On the other hand, will blockaded ports really limit a nations trading capabilities?


Maritime Trade box represent various communications lanes, so there is quite an abstraction here, both on fighting, taking losses and spotting the enemy. We don't want people to play too much
whack a mole with merchant shipping and then latter the forming up of convoys (in the second part of WW1)... so abstraction.

A blockade port don't reduce or penalize your overall oversea exports or imports... But as it is blockaded, it don't count as a collection point, and if all are on a maritime facade, then bingo fuel, no more sea export.
Locally, a blockaded harbor diminishes the generation of money from cities, but I don't think it work well in PON as cities don't generate much things (this is for AGE 2.0 games)... Population generates money. Probably something can be done here, but this is not the most urgent thing for us.
Image


Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

User avatar
Pocus
Posts: 25673
Joined: Wed Oct 19, 2005 7:37 am
Location: Lyon (France)

Mon Jul 23, 2012 4:38 pm

sagji wrote:My experience was that with conservative assault orders you will start a battle and withdraw after one round, and then immediately start another battle, and another until you are eliminated at which point all surviving forces in the region retreat regardless of orders. Looking at the logs the units with assault orders having lost 2 battles and being badly damage simply attacked again.


I checked the code and I don't get this one. ROE triggering a retreat trigger it by lowering autoretreat... Which is a retreat that is changing the posture to passive (now, see the other thread, to defensive under some circumstances). So I don't get that you assault repeatedly the structure here.

The tool tip says "provides no benefit" the effect is not close to nothing - two extra levels of entrenchment for 10 corps is a big bonus.

Right, a breached structure provides the benefit of a city, as rubbles are anyway a protection. You should really try the new code on siege, now the attrition damages the defender takes are directly proportional (among others factors) to the number of troops he has! So these 10 corps will probably melt away if you besiege long enough.


Another area to look at is coastal bombardment when there are shore batteries - last time this just totally wiped out the ships, mostly doing 20 damage in each hit. IIRC 3 under strength coastal batteries wiped out 10 ships (so 10 elements wiped out 40 where the 40 had complete control of the battle). The ships were attacking land units and effectively ignoring the coastal batteries (other than by random target selection) - in reality any shore bombardment would start with action to suppress the coastal batteries, or not happen (regardless of orders) if that wasn't achievable.

[/quote]

ok, changed some variables then
* Land bombardment toned down. Naval bombardment upped up.
bmbHitCoeffLand = 3 // coefficient (in hundredth)to land efficiency for bombard
bmbHitCoeffNav = 3 // coefficient (in hundredth)to ship efficiency for bombard
bmbMaxHitsDoneByLand = 30 // How many hit points can be done by Land units against a fleet
bmbMaxHitsDoneByNav = 30 // the reverse


Has for this weird cycle of repeated assaults, I have added some code anyway, it should do good. If you don't have 50% cohesion, -5% per offensive rating of the leader (so a leader with rating 6 in offence will still assault down to 20% cohesion), then assault is aborted.
That's a quick rule, not much time to do more subtlety on that.
You'll also get a message in the log in this case.
Image


Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

Boernes
Sergeant
Posts: 74
Joined: Tue Feb 28, 2012 11:18 am
Location: Central Europe

Mon Jul 23, 2012 5:04 pm

Pocus wrote:A blockade port don't reduce or penalize your overall oversea exports or imports... But as it is blockaded, it don't count as a collection point, and if all are on a maritime facade, then bingo fuel, no more sea export. Probably something can be done here, but this is not the most urgent thing for us.



Okay, lets say I blockade every port of Japan. Will it be able to buy/sell stuff, or can I choke its economy this way?
Also, when a blockade disables the collection point of a region, will any other present collection point still work?

sagji
Lieutenant
Posts: 148
Joined: Sat Apr 03, 2010 6:33 pm

Tue Jul 24, 2012 12:08 am

Pocus wrote:I checked the code and I don't get this one. ROE triggering a retreat trigger it by lowering autoretreat... Which is a retreat that is changing the posture to passive (now, see the other thread, to defensive under some circumstances). So I don't get that you assault repeatedly the structure here.
The effect I am seeing is that the assault force assaults but doesn't take the city, usually it assaults again, but quickly the faction hits the faction's auto retreat level and all that faction's forces immediately retreat from the area. This is generally day 1-3, at the end of the turn the retreated forces are in good order which indicates they can't have been too low on cohesion. It isn't a ROE retreat as it applies to all stacks in the region including those that didn't fight.


Right, a breached structure provides the benefit of a city, as rubbles are anyway a protection. You should really try the new code on siege, now the attrition damages the defender takes are directly proportional (among others factors) to the number of troops he has! So these 10 corps will probably melt away if you besiege long enough.
The tooltip needs to be changed - as most players will expect no benefit to mean no benefit not no benefit from the fortress and some from the city. Especially as a city with no fort is still besieged in the same way and when "breached" it still says no benefit. All it needs to say is reduced benefit.

There still needs to be a reduction in the defensive benefit for a large / huge defensive force. As it stands at the moment you can now weaken it but when you assault the entire defending force gets the defensive benefit of the extra fortifications and the benefit of the limited frontage. The implication of that is that the entire force is inside the city (physically impossible for a large army), which in turn would mean that once you loose an assault the entire defensive force should be wiped out. That isn't what happens as I have seen the defender routing from one assault only to defend against a second the next day.
Such a rule would need to be simple - perhaps for every 2 elements over the limit one element fights with entrenchment limited to normal levels, for every 5 excess effective frontage is increased by one. Every 2 elements over double the limit is a 1% chance of a normal field battle - entrenchment limited to normal levels and frontage limited to half the amount over the limit, and this can be attacked by forces at offensive.
The limit could be frontage, or city level + fort level + bonus.

Example if frontage is 10 a force of 10 elements will defend at full. A force of 20 elements will fight on a frontage of 12 and 5 will fight without the benefit of the city's extra entrenchment. A force of 30 will fight on a frontage of 14 only 4 of which benefit from the city, and has a 5% chance of being treated as a field army with a maximum width of 10.

ok, changed some variables then
* Land bombardment toned down. Naval bombardment upped up.
bmbHitCoeffLand = 3 // coefficient (in hundredth)to land efficiency for bombard
bmbHitCoeffNav = 3 // coefficient (in hundredth)to ship efficiency for bombard
bmbMaxHitsDoneByLand = 30 // How many hit points can be done by Land units against a fleet
bmbMaxHitsDoneByNav = 30 // the reverse
I don't think that the shore bombardment vs coastal defence can be fixed by tweaking the values.
One issue is that it should start with an attempt to suppress the coastal batteries - this should mostly do cohesion damage (coastal batteries are designed to be shot at by ships) and last until there is no coastal batteries with any cohesion, or ammo - i.e. no return fire.
Another is that if it doesn't go well the ships should be able to break off.
Increasing the damage from the ships will also improve uncontested shore bombardment, and I didn't think the problem was the ships weren't doing enough damage to land targets, only that they were ignoring the coastal batteries that were sinking them.
Not sure how the limit on hits is applied, I think it is applied per element in which case 30 will still sink any ship element. In fact it will sink any light ship unit and bombardment is ordered by stack so it will include light units.
I got the distinct impression from the log that it was 1 ship element does shore bombardment and then every artillery element gets to shoot back - certainly not every shot sank a ship, but 40 ships (10 units) were sunk and there was about 10 coastal elements and about the same of field artillery. Certainly most of the log entries were gun fires at ship does 20 damage ship sinks, only a few were gun does 3 damage.
I suspect it needs to be done as 6 rounds of combat - ship vs coastal batteries while the can fire and ship vs land target afterwards - this means that a large fleet can swamp the defenders and there is a mechanism for the ships to break off.

Has for this weird cycle of repeated assaults, I have added some code anyway, it should do good. If you don't have 50% cohesion, -5% per offensive rating of the leader (so a leader with rating 6 in offence will still assault down to 20% cohesion), then assault is aborted.
That's a quick rule, not much time to do more subtlety on that.
You'll also get a message in the log in this case.
I suspect the multiple assaults was a consequence of huge numbers of assaulting and defending elements that it simply took multiple assaults due to the relatively small frontage. The rule doesn't need subtlety it is mostly there as a safety factor.

User avatar
Pocus
Posts: 25673
Joined: Wed Oct 19, 2005 7:37 am
Location: Lyon (France)

Tue Jul 24, 2012 10:03 am

Boernes wrote:Okay, lets say I blockade every port of Japan. Will it be able to buy/sell stuff, or can I choke its economy this way?
Also, when a blockade disables the collection point of a region, will any other present collection point still work?


yes you can choke it, check the trade area, see what are the harbors there. blockade them. The area will become land locked.

if an harbor is under blockade, it won't be considered as a CP. But if the city is big enough (for example), then it is also a CP.
Image


Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

User avatar
Pocus
Posts: 25673
Joined: Wed Oct 19, 2005 7:37 am
Location: Lyon (France)

Wed Jul 25, 2012 2:51 pm

The attachment Overcrowding_rule.jpg is no longer available


A tooltip is there to give you some fore warning of what can happens during battle. And yes, this is RUS, but it will work same in PON!


About sieges, there is now an overcrowding rule that should severely reduce the exploit of stationing too many troops. This won't be possible to continue working on siege warfare for the time being though, so I hope that enough has been done to accommodate most of you :)
Attachments
Overcrowding_rule.jpg
Image


Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

User avatar
nemethand
Colonel
Posts: 315
Joined: Wed Dec 28, 2005 11:00 am
Location: Budapest

Wed Jul 25, 2012 11:55 pm

Pocus wrote:[ATTACH=CONFIG]19224[/ATTACH]

A tooltip is there to give you some fore warning of what can happens during battle. And yes, this is RUS, but it will work same in PON!


About sieges, there is now an overcrowding rule that should severely reduce the exploit of stationing too many troops. This won't be possible to continue working on siege warfare for the time being though, so I hope that enough has been done to accommodate most of you :)


That sounds good. Thx Pocus.

User avatar
Sir Garnet
Posts: 935
Joined: Sat Jul 16, 2011 8:23 pm

Thu Jul 26, 2012 12:27 am

What has been done so far seems excellent, right down to the warning tooltip!

Return to “Pride of Nations”

Who is online

Users browsing this forum: No registered users and 2 guests