Demonstration of the artillery retreating glitch

Game won't run. Keeps crashing. Hopefully we won't get any posts here, but if we do, we'll try to help you out. You can also post any bugs that you find here. IMPORTANT: Don't post mod related problems here!
Garnier
Reactions:
Posts: 1258
Joined: Thu May 07, 2009 6:43 pm

Re:Demonstration of the artillery retreating glitch

Post by Garnier »

Hmmm... ...
In TC2M the batteries were still costly to take simply because of how much damage they can do with canister, but they never managed to escape the player's infantry, unless they routed them.
Play Scourge of War Multiplayer! www.sowmp.com
Also try the singleplayer carryover campaign
User avatar
RebBugler
Reactions:
Posts: 4256
Joined: Sun Aug 03, 2008 12:51 am
Location: Ouachita Mountains, Arkansas

Re:Demonstration of the artillery retreating glitch

Post by RebBugler »

Shirkon wrote:
RebBugler wrote:
Hmmm...

Just thought of a BIG negative for SP, not MP. Guns are too of an easy prey, they can be wiped out completely. As is, the AI takes care of this, having some guns retreat while limbering thus saving their hide. Some get captured, some escape, a fair balance.

In order for this proposal to work for both modes, I think artillery would have to automatically limber and retreat when the infantry gets within a certain range. Thereby in SP, some guns will have a chance to escape...keeping that good balance...no wiping out of multiple batteries in a single play.

OK, I found an issue, and possible solution...more coding and BIG artillery behavioral change :woohoo: , anymore?
Unfortunately this wouldn't be historical. Look at Capt Cowan's 1st Battery, New York Light Artillery during Pickett's Charge. He fired double canister at 10 yds then began to retire by prolong. Or the hand to hand fighting in the batteries the evening of the second day when Early's Division attacked though the brickyard against Cemetary Hill. Artillery often fought until the infantry was within the battery itself before attempting to pull out, whether by recoil, prolong or limbering up. I would be against any change that made artillery automatically limber up if the enemy came within a certain range.
Good point, and considering that aspect, 'orders:stay' could possibly be a remedy there for the proposed default 'artillery retreat when within certain infantry range' proposal.
Bugles & Flags Gettysburg - Toolbar, Flags, Scenarios, and More...
User avatar
RebBugler
Reactions:
Posts: 4256
Joined: Sun Aug 03, 2008 12:51 am
Location: Ouachita Mountains, Arkansas

Re:Demonstration of the artillery retreating glitch

Post by RebBugler »

Garnier wrote:
Hmmm... ...
In TC2M the batteries were still costly to take simply because of how much damage they can do with canister, but they never managed to escape the player's infantry, unless they routed them.
I found otherwise. More than not with my plays, some guns auto retreated and escaped capture. Now, what I believe you saw was that artillery took longer to retreat, and were easy to rout with musket fire while in their slow limbering-retreat state.
Last edited by RebBugler on Fri Apr 30, 2010 3:11 pm, edited 1 time in total.
Bugles & Flags Gettysburg - Toolbar, Flags, Scenarios, and More...
Post Reply