User avatar
lodilefty
Posts: 7616
Joined: Sat Aug 11, 2007 3:27 pm
Location: Finger Lakes, NY GMT -5 US Eastern

Fri Jan 08, 2016 7:18 pm

lycortas2 wrote:Yea, I will, I am just getting started testing this. What are your thoughts on number of men per hit?


Men per hit is "flavor only": no effect at all on combat resolution.

In my experience during dev of everything since WIA, it is Cohesion hit% and Cohesion damage that will shorten combat and reduce losses. Everyone gets tired and breaks off.
Always ask yourself: "Am I part of the Solution?" If you aren't, then you are part of the Problem!
[CENTER][/CENTER]
[CENTER]Visit AGEWiki - your increasingly comprehensive source for information about AGE games[/CENTER]

[CENTER]Rules for new members[/CENTER]
[CENTER]Forum Rules[/CENTER]

[CENTER]Help desk: support@slitherine.co.uk[/CENTER]

vicberg
AGEod Grognard
Posts: 968
Joined: Mon Dec 29, 2008 3:18 am

Fri Jan 08, 2016 7:27 pm

If a unit has 20 hits and mensperhit = 10, then the units has 200 men in it (purely for display purposes only). What matters is HITS, COHESION, DMGDONE and COHDONE (assaults are a different animal, but similar).

Yes I'm deleting a cache files. Thanks for making sure though!

lycortas2
Captain
Posts: 199
Joined: Tue Sep 18, 2012 1:57 am

Fri Jan 08, 2016 7:28 pm

Um, I think you are incorrect there. A unit in American Civil War can take 20 hits before being destroyed, in WON a unit can take 8 hits. I think if we move that up to 16 hits it may ameliorate these results.

User avatar
JacquesDeLalaing
Colonel
Posts: 344
Joined: Tue Mar 09, 2010 11:05 pm
Location: Vienna (Austria)

Fri Jan 08, 2016 7:28 pm

vicberg wrote:I'm amending what I just said. Each round of combat there IS another roll for MTSG and for inclusion of more units, including a chance for MTSG.

I think I have found the problem right now with land combat

1) 80% coefficient doesn't work as it totally removes all leadership modifiers (especially against entrenched opponents and Austria is entrenched in Wein). This is why the results have become more predictable. I'm put it up at 100% and soon will try 125% again.
2) 12 lb Arty is set to range 6. This I believe is causing the combat to become skewed. I've reduced 12 lb to range 5, 6 and 4 lb to range 4 and "light" arty to range 3.
3) And I still haven't found the problem. Another 100k casualty battle at Wien. Working on it some more.

Mike, I'll check what is causing units to hang around in combat for so long.


Check the retreat-will of combat stances (ROE), the CohBonus for auto-retreat and the auto retreat threshold (cbtBasePercentAutoRet). Adjusting unit stats only does not make C-in-Cs sound the retreat = break off combat earlier (with less casualties suffered) and messes with leader and terrain effects. Decreasing unit hit chances and damage will only make battles take a bit longer, but does not have a big effect on overall bloodyness of battles. Retreat (the primary mean to end combat in vanilla ageod games) is linked to retreat mechanics. Retreat mechanics are explained here: http://www.ageod-forum.com/showthread.php?35217-Some-reflexions-on-modding-combat&p=364697&viewfull=1#post364697 In this case it seems usefull to make cohesion count a bit more than casualties. Lowering the CohBonus might be the way to go.

If you want to end combat in less decisive results (that is to say: in stalemates rather than retreats) more often, there are other ways (like decreasing the number of rounds per day of battle).
[CENTER][color="#A52A2A"] S I L E S I A I N R U P T A[/color]
- a work-in-progress mod for Rise of Prussia - [/CENTER]

lycortas2
Captain
Posts: 199
Joined: Tue Sep 18, 2012 1:57 am

Fri Jan 08, 2016 7:29 pm

Jeez, you both missed my point. 20 hits to kill vs 8 hits to kill for an infantry unit of approximately the same size. Flippin think dudes.
It is not flavor, it is directly part of this combat system.

vicberg
AGEod Grognard
Posts: 968
Joined: Mon Dec 29, 2008 3:18 am

Fri Jan 08, 2016 7:30 pm

We are both saying the same thing. Each element (line infantry) has 8 hits. 10 men per hit = 800 men in unit. You could double that if you wish and put men per hit down to 5.

veji1
AGEod Guard of Honor
Posts: 1271
Joined: Fri Dec 08, 2006 6:27 pm

Fri Jan 08, 2016 7:41 pm

JacquesDeLalaing wrote:Check the retreat-will of combat stances (ROE), the CohBonus for auto-retreat and the auto retreat threshold (cbtBasePercentAutoRet). Adjusting unit stats only does not make C-in-Cs sound the retreat = break off combat earlier (with less casualties suffered) and messes with leader and terrain effects. Retreat (the primary mean to end combat in vanilla ageod games) is linked to retreat mechanics. Retreat mechanics are explained here: http://www.ageod-forum.com/showthread.php?35217-Some-reflexions-on-modding-combat&p=364697&viewfull=1#post364697

If you want to end combat in less decisive results (that is to say: in stalemates rather than retreats) more often, there are other ways (like decreasing the number of rounds per day of battle).


To me a key element that is missing in the discussion is the spreading of the damage (hit and cohesion) to a wider panel of present units. Right now the damage focuses on some units all the way to destruction / close to rather than being spread. I would like to understand better the mechanism that makes unit rotate to the front of the line so that by increasing cohesion damage + increasing unit rotation + decreasing arty hit damage (not necessarily cohesion damage) we can get battles with less overal damage and more balanced between units.

User avatar
JacquesDeLalaing
Colonel
Posts: 344
Joined: Tue Mar 09, 2010 11:05 pm
Location: Vienna (Austria)

Fri Jan 08, 2016 7:47 pm

veji1 wrote:To me a key element that is missing in the discussion is the spreading of the damage (hit and cohesion) to a wider panel of present units. Right now the damage focuses on some units all the way to destruction / close to rather than being spread. I would like to understand better the mechanism that makes unit rotate to the front of the line so that by increasing cohesion damage + increasing unit rotation + decreasing arty hit damage (not necessarily cohesion damage) we can get battles with less overal damage and more balanced between units.


Unit rotation is probably one of the more obscure topics for the ageod engine as there isn't a lot of information to be found in the forum and the wiki. I know how stacks rotate (well, for the most part), but I'm not sure how individual units in stacks rotate. I could imagine that if there is a shortage of frontage (so that not all units of the engaged stacks are deployed), then all units in the engaged stacks (I don't think that stacks are checked seperately - my assumption is that the units of all engaged stacks form a single "pool" - but that really just a feeling) are checked for average cohesion before a round of combat and the units with the highest average cohesion are fed into battle? But that's just a guess. One thing is clear though: Units and stacks only rotate in between combat rounds. This means that you can influence the rotation-intervalls by reducing the damage that can be inflicted during a round (by adjusting model stats like damage, hitchances) and increasing the number of battle-rounds per day (or decreasing the retreat-thresholds). This would spread damage more evenly over several units and stacks. But at the same time this would be a very fundamental interference that would require lots and lots of recalibration and re-balancing. (Plus in the "old" ageod titles, only 6 rounds of combat are shown in the detailed battle report, even if you set the game to use more than 6 rounds).
[CENTER][color="#A52A2A"] S I L E S I A I N R U P T A[/color]

- a work-in-progress mod for Rise of Prussia - [/CENTER]

lycortas2
Captain
Posts: 199
Joined: Tue Sep 18, 2012 1:57 am

Fri Jan 08, 2016 8:00 pm

Now with math for those who still do not understand what I am getting at here.

At the moment one hit causes 100 casualties and X cohesion damage.
To cause 100 casualties in ACW you will cause 3.33X cohesion damage.

If we change the men per hit to 50 and number of hits to 16 this will create a situation where for every 100 casualties caused we will now cause 2X cohesion.
I think this may encourage retreat from battle. One of the problems I am potentially seeing is the French leadership almost invariably is adding 15 cohesion to their already high cohesion units, thus they become berserkers. ACW does not have as many traits on virtually all leaders the way this does, probably skewing results.

veji1
AGEod Guard of Honor
Posts: 1271
Joined: Fri Dec 08, 2006 6:27 pm

Fri Jan 08, 2016 8:05 pm

JacquesDeLalaing wrote:Unit rotation is probably one of the more obscure topics for the ageod engine as there isn't a lot of information to be found in the forum and the wiki. I know how stacks rotate (well, for the most part), but I'm not sure how individual units in stacks rotate. I could imagine that if there is a shortage of frontage (so that not all units of the engaged stacks are deployed), then all units in the engaged stacks (I don't think that stacks are checked seperately - my assumption is that the units of all engaged stacks form a single "pool" - but that really just a feeling) are checked for average cohesion before a round of combat and the units with the highest average cohesion are fed into battle? But that's just a guess. One thing is clear though: Units and stacks only rotate in between combat rounds. This means that you can influence the rotation-intervalls by reducing the damage that can be inflicted during a round (by adjusting model stats like damage, hitchances) and increasing the number of battle-rounds per day (or decreasing the retreat-thresholds). This would spread damage more evenly over several units and stacks. But at the same time this would be a very fundamental interference that would require lots and lots of recalibration and re-balancing. (Plus in the "old" ageod titles, only 6 rounds of combat are shown in the detailed battle report, even if you set the game to use more than 6 rounds).


Indeed this does all require fine calibration and this is why some participation and explanation from the devs would be great. unit rotation is a key feature to spread the damage, avoid unit destructions and make the battle engine more dynamic.

User avatar
JacquesDeLalaing
Colonel
Posts: 344
Joined: Tue Mar 09, 2010 11:05 pm
Location: Vienna (Austria)

Fri Jan 08, 2016 8:06 pm

@ Lycortas: You don't need to change the models cohesion or damage-stats. You can just increase the influence that cohesion (a lack thereof) has on retreat-will. It's the same effect, but you don't need to mess around with model stats. [All the time assuming that the engine still works in the same way as the "old" engine.]

@veji1: Well, in general I think it's not that hard to achieve. If you just want damage to be spread a bit more evenly, you could simply decrease overall model-damage-stats a bit. The only "side-effect" would be that combats would end in stalemates more often (unless you also lower retreat-thresholds), so that they might last more than one day/6 rounds of battle. But it depends on the extent of the "problem". Is damage-spread that uneven? If so, the problem might rather be related to unit-target-selection and one might check combat signatures and unit-sizes. But this is a different topic. It's not linked to overall casualties.
[CENTER][color="#A52A2A"] S I L E S I A I N R U P T A[/color]

- a work-in-progress mod for Rise of Prussia - [/CENTER]

veji1
AGEod Guard of Honor
Posts: 1271
Joined: Fri Dec 08, 2006 6:27 pm

Fri Jan 08, 2016 8:07 pm

lycortas2 wrote:Now with math for those who still do not understand what I am getting at here.

At the moment one hit causes 100 casualties and X cohesion damage.
To cause 100 casualties in ACW you will cause 3.33X cohesion damage.

If we change the men per hit to 50 and number of hits to 16 this will create a situation where for every 100 casualties caused we will now cause 2X cohesion.
I think this may encourage retreat from battle. One of the problems I am potentially seeing is the French leadership almost invariably is adding 15 cohesion to their already high cohesion units, thus they become berserkers. ACW does not have as many traits on virtually all leaders the way this does, probably skewing results.


that's another possibility. It is all quite complicated, having access to some beta discussions on the matter would probably help us pinpoint the right areas of focus.

lycortas2
Captain
Posts: 199
Joined: Tue Sep 18, 2012 1:57 am

Fri Jan 08, 2016 8:12 pm

Jacques,
I agree, but I think with only 8 hits per unit it is contributing to easy unit destruction. Most regiments were not destroyed in this period, even in early 1813 most regiments reformed a handful of men to the colors after Russia. Also cavalry regiments are being wiped every two seconds just like in the first Napoleon's campaigns a number of years ago, and I think this would help with cavalry survivability.
The danger of raising cohesion losses instead is that this game does not have simultaneous fire; if first unit destroys opponent unit's cohesion in first shot the opponent will never shoot back. I would like to make this more granular not less.

User avatar
JacquesDeLalaing
Colonel
Posts: 344
Joined: Tue Mar 09, 2010 11:05 pm
Location: Vienna (Austria)

Fri Jan 08, 2016 8:19 pm

Raising cohesion damage is not neccessary at all. Only lowering the threshold of average cohesion for a C-in-C to sound the retreat. This does not interfere with the battle-calculation between models at all.
8 hits for an average model is indeed low, but not a problem if you - again - tweak the retreat thresholds. A faction will seek to escape from / stop combat with fewer casualties suffered which - in turn - also helps to preserve their units. I'm not responsible for what this might do to meta-balance though! I know nothing of recrutation and replacements. I prefer to be general, not emperor. My job description is to preserve what I have and destroy what others have, not to acquire more of it. ;)
[CENTER][color="#A52A2A"] S I L E S I A I N R U P T A[/color]

- a work-in-progress mod for Rise of Prussia - [/CENTER]

vicberg
AGEod Grognard
Posts: 968
Joined: Mon Dec 29, 2008 3:18 am

Fri Jan 08, 2016 9:34 pm

I just wrote a quick and very dirty program to double the hits and halve the men and horses (if any). I'm about to test the results.

vicberg
AGEod Grognard
Posts: 968
Joined: Mon Dec 29, 2008 3:18 am

Fri Jan 08, 2016 9:36 pm

Jacques, I've been experimenting with the base auto retreat and bonus based on the excellent link you provided. No go. Still getting massive losses. So trying the doubling of hits.

User avatar
JacquesDeLalaing
Colonel
Posts: 344
Joined: Tue Mar 09, 2010 11:05 pm
Location: Vienna (Austria)

Fri Jan 08, 2016 10:00 pm

Which values have you altered in detail?

For auto-retreat - based on casualties suffered -, you need to lower CohBonus (also setting it to negative values works for RoP) and/or lower the cbtBasePercentAutoRet. Lowering CohBonus will reduce the threshold "cbtBasePercentAutoRet" earlier (so you define the amount of average cohesion left at which the threshold set in cbtBasePercentAutoRet applies). Reducing cbtBasePercentAutoRet will lower the threshold in general. For me, it works (proof = my mod; small game play demo video incomining the Silesia Inrupta thread in my signature).

For voluntary retreat - based on combat power (which in turn is linked to cohesion) - , you need to put higher values in the retreat-WILL for all ROEs and all rounds (the rounds are separated by the "|").
[CENTER][color="#A52A2A"] S I L E S I A I N R U P T A[/color]

- a work-in-progress mod for Rise of Prussia - [/CENTER]

vicberg
AGEod Grognard
Posts: 968
Joined: Mon Dec 29, 2008 3:18 am

Fri Jan 08, 2016 10:07 pm

I tried 10/15 (base/bonus) and losses were still at 100k level. I'll try 10/-10 and see if that has an impact. Also, not looking like doubling is doing much other than causing every unit to be at 1/2 strength. The losses so far are at the same levels

User avatar
JacquesDeLalaing
Colonel
Posts: 344
Joined: Tue Mar 09, 2010 11:05 pm
Location: Vienna (Austria)

Fri Jan 08, 2016 10:10 pm

The only reason for this not to work I can think of is that too many casualties are inflicted per ROUND and that a battle lasts only one or two rounds (so there is not even a chance to test retreat will of for auto-retreat). In this case, I'd go for a reduction of frontages across the board (but watch out for leader-boni in open terrains).

Yes, please try more extreme values. Often one needs to find the sweet spot at which things change. Just for testing purposes, you could set the base to 2 and see what happens. A faction should auto-retreat once it suffers 2% of its hits in the region as casualties.



EDIT: If you change the hits of a model, you need to reload the whole scenario-setup-script. You can't change hits "on the fly". For this, you'd need the original script.ini-file for the scenario from the devs. I think it's more reasonable to experiment with the retreat-mechanics.
[CENTER][color="#A52A2A"] S I L E S I A I N R U P T A[/color]

- a work-in-progress mod for Rise of Prussia - [/CENTER]

vicberg
AGEod Grognard
Posts: 968
Joined: Mon Dec 29, 2008 3:18 am

Fri Jan 08, 2016 10:32 pm

]I replaced all models with base ( so 8 hits). Went down to 100 to hit coeff and put base retreat at 10 and bonus at -10.

Battle went 6 rounds. We are getting closer. Still too high but 30k less than before.

[ATTACH]36882[/ATTACH
Attachments
2016-01-08 14_28_05-Greenshot.png

vicberg
AGEod Grognard
Posts: 968
Joined: Mon Dec 29, 2008 3:18 am

Fri Jan 08, 2016 10:34 pm

And second combat. Also less than before. Both combats went 6 rounds. I thought they were supposed to retreat quicker with the lower auto-retreat numbers?

[ATTACH]36883[/ATTACH]
Attachments
2016-01-08 14_32_44-Greenshot.png

User avatar
JacquesDeLalaing
Colonel
Posts: 344
Joined: Tue Mar 09, 2010 11:05 pm
Location: Vienna (Austria)

Fri Jan 08, 2016 10:39 pm

If you set the values even lower, so that the thresholds are reached sooner than by 6 rounds of combat, they might do so.

Remember that it is possible that also auto-retreat is only tested in between two rounds of combat. So losses may exceed the active threshold a bit.

Also, with only 8 hits per model, you need to watch out if this has an overly negative effect on smaller engagements.
[CENTER][color="#A52A2A"] S I L E S I A I N R U P T A[/color]

- a work-in-progress mod for Rise of Prussia - [/CENTER]

vicberg
AGEod Grognard
Posts: 968
Joined: Mon Dec 29, 2008 3:18 am

Fri Jan 08, 2016 10:43 pm

But his is now damn strange. Note, both battles went 6 rounds. yet this is at BEGINNING of round. They succeeded in auto retreat but the battle continued. After this set of stuff in battle log, there's more combat going on for round 4. What's going on here?

2:25:54 PM (Reporting) There are 0 SU eligibles to attack at this range (0).
2:25:54 PM (Reporting) Round 3 ended
2:25:54 PM (Reporting) Battle in 1194 Wien Day: 5 Round: 4
2:25:54 PM (Reporting) Commit Chance 1001412 5e Corps 120 %, Rolled: 32 Commited
2:25:54 PM (Reporting) TGroup.SetTarget 5e Corps is targetting Erz. Johann' Force
2:25:54 PM (Reporting) GiveGroupsTargets 1001412 5e Corps supports 1001567 6e Corps against 1004717 Erz. Johann' Force
2:25:54 PM (Reporting) Commit Chance 1018239 Pierre Ferino 0 %, Rolled: 10 Not commited
2:25:54 PM (Reporting) Commit Chance 1019925 French Detachment 0 %, Rolled: 82 Not commited
2:25:54 PM (Reporting) Commit Chance 1019918 French Detachment 0 %, Rolled: 1 Not commited
2:25:54 PM (Reporting) TGroup.SetTarget Grande Armée is targetting Erz. Johann' Force
2:25:54 PM (Reporting) Commit Chance 1019919 French Detachment 0 %, Rolled: 26 Not commited
2:25:54 PM (Reporting) Commit Chance 1019924 French Detachment 70 %, Rolled: 78 Not commited
2:25:54 PM (Reporting) Commit Chance 1004277 Bayerische Armee 95 %, Rolled: 54 Commited
2:25:54 PM (Reporting) TGroup.SetTarget Bayerische Armee is targetting Grande Armée
2:25:54 PM (Reporting) GiveGroupsTargets 1004277 Bayerische Armee supports 1004717 Erz. Johann' Force against 1001038 Grande Armée
2:25:54 PM (Reporting) TGroup.SetTarget Erz. Johann' Force is targetting 5e Corps
2:25:54 PM (Reporting) 1004717 Erz. Johann' Force new target is 1001412 5e Corps
2:25:54 PM (Reporting) Checking combat stance for France in region 1194 Wien
2:25:54 PM (Reporting) Auto retreat triggered, TotalHits remaining: 1027 Avg Cohesion%: 84 Base AutoRet%: 10 Hits taken: 143
2:25:54 PM (Reporting) Auto retreat: Hits received altered by the CiC's ROE retreat will 1001040 Napoleon Bonaparte 100
2:25:54 PM (Reporting) French Detachment There is no enemy on offensive, retreat is automatic.
2:25:54 PM (Reporting) French Detachment succeeded in retreating
2:25:54 PM (Reporting) French Detachment will take 11 hits while retreating (though no hits can be done on round 0)
2:25:54 PM (Reporting) Group 1019925 French Detachment will retreat in same region Wien
2:25:54 PM (Reporting) French Detachment There is no enemy on offensive, retreat is automatic.
2:25:54 PM (Reporting) French Detachment succeeded in retreating
2:25:54 PM (Reporting) French Detachment will take 11 hits while retreating (though no hits can be done on round 0)
2:25:54 PM (Reporting) Group 1019924 French Detachment will retreat in same region Wien
2:25:54 PM (Reporting) French Detachment There is no enemy on offensive, retreat is automatic.
2:25:54 PM (Reporting) French Detachment succeeded in retreating
2:25:54 PM (Reporting) French Detachment will take 11 hits while retreating (though no hits can be done on round 0)
2:25:54 PM (Reporting) Group 1019919 French Detachment will retreat in same region Wien
2:25:54 PM (Reporting) French Detachment There is no enemy on offensive, retreat is automatic.
2:25:54 PM (Reporting) French Detachment succeeded in retreating
2:25:54 PM (Reporting) French Detachment will take 11 hits while retreating (though no hits can be done on round 0)
2:25:54 PM (Reporting) Group 1019918 French Detachment will retreat in same region Wien
2:25:54 PM (Reporting) Grande Armée There is no enemy on offensive, retreat is automatic.
2:25:54 PM (Reporting) Grande Armée succeeded in retreating
2:25:54 PM (Reporting) Grande Armée will take 39 hits while retreating (though no hits can be done on round 0)
2:25:54 PM (Reporting) Group 1001038 Grande Armée will retreat in same region Wien
2:25:54 PM (Reporting) 6e Corps There is no enemy on offensive, retreat is automatic.
2:25:54 PM (Reporting) 6e Corps succeeded in retreating
2:25:54 PM (Reporting) 6e Corps will take 34 hits while retreating (though no hits can be done on round 0)
2:25:54 PM (Reporting) Group 1001567 6e Corps will retreat in same region Wien
2:25:54 PM (Reporting) Pierre Ferino There is no enemy on offensive, retreat is automatic.
2:25:54 PM (Reporting) Pierre Ferino succeeded in retreating
2:25:54 PM (Reporting) Pierre Ferino will take 10 hits while retreating (though no hits can be done on round 0)
2:25:54 PM (Reporting) Group 1018239 Pierre Ferino will retreat in same region Wien
2:25:54 PM (Reporting) 5e Corps There is no enemy on offensive, retreat is automatic.

2:25:54 PM (Reporting) 5e Corps succeeded in retreating
2:25:54 PM (Reporting) 5e Corps will take 36 hits while retreating (though no hits can be done on round 0)

2:25:54 PM (Reporting) Group 1001412 5e Corps will retreat in same region Wien
2:25:54 PM (Reporting) Checking combat stance for Austria in region 1194 Wien
2:25:54 PM (Reporting) No need to retreat from this battle (enemy at 0 power).
2:25:54 PM (Reporting) Commit Chance 1001038 Grande Armée 100 %, Rolled: 26 Commited
[color="#FF0000"]2:25:54 PM (Reporting) TGroup.SetTarget Grande Armée is targetting Erz. Johann' Force
2:25:54 PM (Reporting) TGroup.SetTarget Erz. Johann' Force is targetting Grande Armée
2:25:54 PM (Reporting) GiveGroupsTargets 1001038 Grande Armée initiating fight against faction 1000004 engaging: 1004717 Erz. Johann' Force
2:25:54 PM (Reporting) Commit Chance 1004277 Bayerische Armee 95 %, Rolled: 73 Commited
2:25:54 PM (Reporting) TGroup.SetTarget Bayerische Armee is targetting Grande Armée[/color]

Didn't the Grand Armee just retreat?

User avatar
JacquesDeLalaing
Colonel
Posts: 344
Joined: Tue Mar 09, 2010 11:05 pm
Location: Vienna (Austria)

Fri Jan 08, 2016 10:46 pm

I'm not sure what you're refering to. It looks fine. Auto retreat was triggered and the retreaters suffered pursuit-casualties. I can't see anything out of order here.

If the battle continued after this, maybe some stacks failed their retreat-test and where thus forced to fight another round?

EDIT: Hm, I can't say anything specific, but it looks as if some stacks have not succeeded their retreat-test and fought on? The explicit factors for retreat-tests are not public, but you can change the overall retreat-success-test-chances for all ROEs. In vanilla ageod games, they're set relatively low, so that stacks sometimes fail their retreats.

PS: It's nice to see that ROE also affects auto-retreat. The RoP battle log doesn't show this information!
[CENTER][color="#A52A2A"] S I L E S I A I N R U P T A[/color]

- a work-in-progress mod for Rise of Prussia - [/CENTER]

vicberg
AGEod Grognard
Posts: 968
Joined: Mon Dec 29, 2008 3:18 am

Fri Jan 08, 2016 10:47 pm

The retreated Grand Armee was targeted by something and combat continued for another 3 rounds (4, 5 and 6). Corps and Army took hits retreating (5th, 6th and Grand) and yet were targeted and combat continued as shown the above text highlighted in RED.

vicberg
AGEod Grognard
Posts: 968
Joined: Mon Dec 29, 2008 3:18 am

Fri Jan 08, 2016 10:52 pm

Ok, so this auto-retreat is round by round and simply says the the round of combat is over. The battle may continue.

User avatar
JacquesDeLalaing
Colonel
Posts: 344
Joined: Tue Mar 09, 2010 11:05 pm
Location: Vienna (Austria)

Fri Jan 08, 2016 10:54 pm

No. It should indeed end battle.

My last post was wrong. It seems as if all stacks managed to retreat. I need to look at that again.
[CENTER][color="#A52A2A"] S I L E S I A I N R U P T A[/color]

- a work-in-progress mod for Rise of Prussia - [/CENTER]

vicberg
AGEod Grognard
Posts: 968
Joined: Mon Dec 29, 2008 3:18 am

Fri Jan 08, 2016 10:57 pm

They showed the same messages at the beginning of round 1 through round 6, auto-retreat successful, yet the battles continued for 5 more rounds, in two different combats.

User avatar
JacquesDeLalaing
Colonel
Posts: 344
Joined: Tue Mar 09, 2010 11:05 pm
Location: Vienna (Austria)

Fri Jan 08, 2016 10:58 pm

So does the battle indeed go on for another round? Does the log explicitly say round 5? (round 5 = round 6, as the first round is usually called round 0). It looks as if a new battle started at the end of the log-extract.
[CENTER][color="#A52A2A"] S I L E S I A I N R U P T A[/color]

- a work-in-progress mod for Rise of Prussia - [/CENTER]

vicberg
AGEod Grognard
Posts: 968
Joined: Mon Dec 29, 2008 3:18 am

Fri Jan 08, 2016 10:59 pm

Here is another snippet from the battle log

[color="#FF0000"]Round 1 ended
2:30:16 PM (Reporting) Battle in 1194 Wien Day: 6 Round: 2[/color]
2:30:16 PM (Reporting) Commit Chance 1001038 Grande Armée 80 %, Rolled: 39 Commited
2:30:16 PM (Reporting) TGroup.SetTarget Grande Armée is targetting Bayerische Armee
2:30:16 PM (Reporting) TGroup.SetTarget Bayerische Armee is targetting Grande Armée
2:30:16 PM (Reporting) GiveGroupsTargets 1001038 Grande Armée initiating fight against faction 1000004 engaging: 1004277 Bayerische Armee
2:30:16 PM (Reporting) Commit Chance 1004717 Erz. Johann' Force 55 %, Rolled: 61 Not commited
2:30:16 PM (Reporting) TGroup.SetTarget Bayerische Armee is targetting Grande Armée
2:30:16 PM (Reporting) 1004277 Bayerische Armee new target is 1001038 Grande Armée
2:30:16 PM (Reporting) Checking combat stance for France in region 1194 Wien
2:30:16 PM (Reporting) Auto retreat triggered, TotalHits remaining: 748 Avg Cohesion%: 78 Base AutoRet%: 10 Hits taken: 105
2:30:16 PM (Reporting) Auto retreat: Hits received altered by the CiC's ROE retreat will 1001040 Napoleon Bonaparte 100
2:30:16 PM (Reporting) Grande Armée There is no enemy on offensive, retreat is automatic.
2:30:16 PM (Reporting) Grande Armée succeeded in retreating
2:30:16 PM (Reporting) Grande Armée will take 39 hits while retreating (though no hits can be done on round 0)
2:30:16 PM (Reporting) Group 1001038 Grande Armée has called off offensive Wien
2:30:16 PM (Reporting) French Detachment There is no enemy on offensive, retreat is automatic.
2:30:16 PM (Reporting) French Detachment succeeded in retreating
2:30:16 PM (Reporting) French Detachment will take 5 hits while retreating (though no hits can be done on round 0)
2:30:16 PM (Reporting) Group 1019931 French Detachment will retreat in same region Wien
2:30:16 PM (Reporting) French Detachment There is no enemy on offensive, retreat is automatic.
2:30:16 PM (Reporting) French Detachment succeeded in retreating
2:30:16 PM (Reporting) French Detachment will take 6 hits while retreating (though no hits can be done on round 0)
2:30:16 PM (Reporting) Group 1019930 French Detachment will retreat in same region Wien
2:30:16 PM (Reporting) French Detachment There is no enemy on offensive, retreat is automatic.
2:30:16 PM (Reporting) French Detachment succeeded in retreating
2:30:16 PM (Reporting) French Detachment will take 5 hits while retreating (though no hits can be done on round 0)
2:30:16 PM (Reporting) Group 1019925 French Detachment will retreat in same region Wien
2:30:16 PM (Reporting) French Detachment There is no enemy on offensive, retreat is automatic.
2:30:16 PM (Reporting) French Detachment succeeded in retreating
2:30:16 PM (Reporting) French Detachment will take 5 hits while retreating (though no hits can be done on round 0)
2:30:16 PM (Reporting) Group 1019924 French Detachment will retreat in same region Wien
2:30:16 PM (Reporting) French Detachment There is no enemy on offensive, retreat is automatic.
2:30:16 PM (Reporting) French Detachment succeeded in retreating
2:30:16 PM (Reporting) French Detachment will take 6 hits while retreating (though no hits can be done on round 0)
2:30:16 PM (Reporting) Group 1019919 French Detachment will retreat in same region Wien
2:30:16 PM (Reporting) French Detachment There is no enemy on offensive, retreat is automatic.
2:30:16 PM (Reporting) French Detachment succeeded in retreating
2:30:16 PM (Reporting) French Detachment will take 6 hits while retreating (though no hits can be done on round 0)
2:30:16 PM (Reporting) Group 1019918 French Detachment will retreat in same region Wien
2:30:16 PM (Reporting) 6e Corps There is no enemy on offensive, retreat is automatic.
2:30:16 PM (Reporting) 6e Corps succeeded in retreating
2:30:16 PM (Reporting) 6e Corps will take 17 hits while retreating (though no hits can be done on round 0)
2:30:16 PM (Reporting) Group 1001567 6e Corps will retreat in same region Wien
2:30:16 PM (Reporting) Pierre Ferino There is no enemy on offensive, retreat is automatic.
2:30:16 PM (Reporting) Pierre Ferino succeeded in retreating
2:30:16 PM (Reporting) Pierre Ferino will take 5 hits while retreating (though no hits can be done on round 0)
2:30:16 PM (Reporting) Group 1018239 Pierre Ferino will retreat in same region Wien
2:30:16 PM (Reporting) 5e Corps There is no enemy on offensive, retreat is automatic.
2:30:16 PM (Reporting) 5e Corps succeeded in retreating
2:30:16 PM (Reporting) 5e Corps will take 17 hits while retreating (though no hits can be done on round 0)
2:30:16 PM (Reporting) Group 1001412 5e Corps will retreat in same region Wien
2:30:16 PM (Reporting) Checking combat stance for Austria in region 1194 Wien
2:30:16 PM (Reporting) No need to retreat from this battle (enemy at 0 power).
2:30:16 PM (Reporting) Commit Chance 1001038 Grande Armée 80 %, Rolled: 5 Commited
2:30:16 PM (Reporting) TGroup.SetTarget Grande Armée is targetting Bayerische Armee
2:30:16 PM (Reporting) TGroup.SetTarget Bayerische Armee is targetting Grande Armée
2:30:16 PM (Reporting) GiveGroupsTargets 1001038 Grande Armée initiating fight against faction 1000004 engaging: 1004277 Bayerische Armee
2:30:16 PM (Reporting)
2:30:16 PM (Reporting) Round # 2 starting


What is going on? 5 rounds French auto-retreating, taking "pursuit" hits and they neither retreat nor does the battle end.

Return to “Wars of Napoleon”

Who is online

Users browsing this forum: No registered users and 5 guests