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Ubercat
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1.05/1.06 HQ Support unit actually making an Army weaker.

Thu Jun 04, 2015 3:29 pm

I'm playing a solo practice Union game and it's October '61. McDowell's army provides 16CP and requires 28CP for full efficiency. I add an HQ support to the army stack and it now provides 18CP. No surprise there, but the combat power suddenly drops from 1278 to 1192! Removing the HQ Support unit raises the stack power back to 1278.

It's still a 35% penalty either way, but shouldn't it be 35% of a smaller number when the CP of the stack are raised? The strength of a stack should increase as its leadership improves. Correct?

McDowell's army is in Fairfax, VA. There are only 3 stacks in the space: the army, the HQ support, and the Alexandria garrison. You should be able to witness the strangeness by dropping the HQ support into the army.

The game was started in 1.05. I patched to 1.06 last night but that hasn't changed the behavior.

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Pocus
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Location: Lyon (France)

Fri Jun 05, 2015 8:45 am

Might be linked to an army HQ cohesion boost which is weaker than the one of your leader but still taking precedence somehow.
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Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

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Captain_Orso
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Location: Stuttgart, Germany

Fri Jun 05, 2015 8:45 am

This is definitely an issue, at least as far as the Power display is concerned:

Image

Image
Image

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Captain_Orso
Posts: 5766
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Location: Stuttgart, Germany

Fri Jun 05, 2015 8:59 am

Not only the Power with and without the HQ is not correct, the sum totals of the stacks do not add up:

Without HQ per units:
573
496
253
658
----
1980

Displayed:
1967

With HQ per units:
534
462
235
612
3
----
1846

Displayed:
1834
Image

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Pocus
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Location: Lyon (France)

Mon Jun 08, 2015 9:44 am

I'll check that in a few days...
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Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

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Ace
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Location: Croatia

Wed Jun 10, 2015 6:37 pm

Have you checked them the following trn.
In a number of occasions I found units in a stack with freshly added HQ perform worse because HQ increases maximum cohesion points, but since the game for lot of tasks evaluate current/maximum cohesion ratio, net result is poorer unit performance till next trn.

It actually bothered me a lot to put unit in gen. Lee stack only to see its power drop because its cohesion was not at maximum any more because of Lee's max cohesion bonus.

I don't know if there is an easy solution though.

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Mickey3D
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Location: Lausanne, Switzerland

Wed Jun 10, 2015 8:44 pm

Ace wrote:In a number of occasions I found units in a stack with freshly added HQ perform worse because HQ increases maximum cohesion points, but since the game for lot of tasks evaluate current/maximum cohesion ratio, net result is poorer unit performance till next trn


+1

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Captain_Orso
Posts: 5766
Joined: Tue Sep 01, 2009 5:02 pm
Location: Stuttgart, Germany

Mon Jun 22, 2015 1:44 pm

Ace wrote:Have you checked them the following trn.
In a number of occasions I found units in a stack with freshly added HQ perform worse because HQ increases maximum cohesion points, but since the game for lot of tasks evaluate current/maximum cohesion ratio, net result is poorer unit performance till next trn.

It actually bothered me a lot to put unit in gen. Lee stack only to see its power drop because its cohesion was not at maximum any more because of Lee's max cohesion bonus.

I don't know if there is an easy solution though.


Hi Ace, are you sure there is something evaluating what percentage of 'full' cohesion an element has? That would sound counter intuitive to me. The implication is that a militia element with Max. Cohesion of 60 and currently at 60 Cohesion would be better fit to perform some task as an experienced, elite line infantry with Max. Cohesion of 110, but current cohesion of 105.

I'm not saying there's no such animal, I'd just like to know what it is so I can nag Pocus about it Image
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