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Re: Retreating units affecting other units!
Posted: Fri Jun 08, 2012 12:47 am
by Damned Black Hat
I avoid 'retreat' like the plague, especially when scenario designers position 'safeplaces' miles from the action. :S
Better alternatives are 'getaway'- short retreat, and
'justrun'- retreat destination is selected, however, some bouncing around still can occur.
I think the best alternative though is 'fallback'/'run'. If your unit is engaged select fallback, check where the 'fallback to' arrow is, if appropriately located then hit run. Unit will run to arrow location, generally with stable, predictable results.
Tcommon and attackmarch are also better solutions to get your unit away from the action, unless in melee. In melee, the only recourse is the dreaded 'RETREAT'

The short retreat/getaway also works to get out of melee.
Re: Retreating units affecting other units!
Posted: Fri Jun 08, 2012 2:14 am
by Garnier
The same patch that made retreating units sometimes run back and forth indefinitely affects getaway/short retreat the same way.
Re: Retreating units affecting other units!
Posted: Fri Jun 08, 2012 3:00 am
by Davinci
All – before this turns into a retreat don’t retreat , or a fallback , or something similar….that is not what I’m complaining about.
This has to do with the AI…enemy unit that is bouncing back and forth between the lines, which will cause my units to retreat when the enemy unit is near them.
The only option that I have available would be to take-command of said unit before the enemy unit gets too close, other than that, the game-engine takes control of the situation.
I’m also aware that sometimes the-players unit will also retreat towards the enemy units, but this is probably caused by the same blocking-of-a-retreat-lane .
So, allowing the units to run through each other may-fix-both-of-these-issues.
@ LP - and once again.....this was with a modded-game, so there is no saved-game to post.
davinci
Re: Retreating units affecting other units!
Posted: Fri Jun 08, 2012 4:08 am
by RebBugler
D, like LP, I've never seen that. Your retreating units were going to retreat anyway...my guess. Attach and email a save with the mod and we'll look at it, this is the only way to check this kind of thing out. Guess you don't have access to our server...sure would help, and you are a SOW mapmaker.
Re: Retreating units affecting other units!
Posted: Fri Jun 08, 2012 6:37 am
by Davinci
D, like LP, I've never seen that.
Understandable!
Your retreating units were going to retreat anyway...my guess.
Reb – How is everything going, I don’t see too many post from your direction lately; I see that you have been staying quite busy with this game and real-life.
back-on-topic :
I play the game with the not so well known feature that is contained in the drills file.
Column [N] – is set at
100 which will make any unit that comes into a radius to automatically retreat to avoid fighting melee. So, it’s not that my units were going to retreat, but the
radius from the
wandering-fleeing enemy unit causes this.
So , I’m now going back to the
drills file to see if I can add a little bit more spacing in-between the regiments. This might just solve this problem, not completely, but perhaps just a little bit!
davinci
Re: Retreating units affecting other units!
Posted: Fri Jun 08, 2012 6:13 pm
by Saddletank
I play the game with the not so well known feature that is contained in the drills file.
Column [N] – is set at 100 which will make any unit that comes into a radius to automatically retreat to avoid fighting melee.
Isn't that the cause of your problem right there? I suggest you set that back to default and play an unmodded game to see if the problem is still there.
Re: Retreating units affecting other units!
Posted: Fri Jun 08, 2012 6:26 pm
by Damned Black Hat
I play the game with the not so well known feature that is contained in the drills file.
Column [N] – is set at 100 which will make any unit that comes into a radius to automatically retreat to avoid fighting melee.
Isn't that the cause of your problem right there? I suggest you set that back to default and play an unmodded game to see if the problem is still there.
I believe this is the case. Sometimes enemy regiments have retreated
through my regiments and later reformed behind my lines. My men never left their positions or gave an inch throughout the enemy regiment going through.
Re: Retreating units affecting other units!
Posted: Sat Jun 09, 2012 5:01 am
by Davinci
I play the game with the not so well known feature that is contained in the drills file.
Column [N] – is set at 100 which will make any unit that comes into a radius to automatically retreat to avoid fighting melee.
Isn't that the cause of your problem right there? I suggest you set that back to default and play an unmodded game to see if the problem is still there.
OK .....I'm going to take a wild guess here.....and
say .....maybe.....just maybe.....if the units would
retreat ......guessing.....
backwards , back towards their own line.....it just might.....maybe.....perhaps.....
solve this problem .
davinci
Re: Retreating units affecting other units!
Posted: Sat Jun 09, 2012 7:25 am
by RebBugler
We understand the concern D. This fix will be looked at for sure, but it won't come with the next patch. This involves pathing, and pathing changes bounce problems around more than retreating troops bounce around...probably months of testing involved to get it right.
The issue is easy to see. When a unit retreats it looks for a group of tiles that will accept it's size. To the rear is it's first option. If those tiles are unavailable because of units, objects or firing fronts, it then looks for the next nearest opening...if it's filled, then the next, and the next...thus, the bouncing you see.
Re: Retreating units affecting other units!
Posted: Sat Jun 09, 2012 8:44 am
by Davinci
We understand the concern D. This fix will be looked at for sure, but it won't come with the next patch. This involves pathing, and pathing changes bounce problems around more than retreating troops bounce around...probably months of testing involved to get it right.
The issue is easy to see. When a unit retreats it looks for a group of tiles that will accept it's size. To the rear is it's first option. If those tiles are unavailable because of units, objects or firing fronts, it then looks for the next nearest opening...if it's filled, then the next, and the next...thus, the bouncing you see.
Reb - No Problem here,
I was just debating with
Mr. logic that seems to think that this is just a made-up-problem-caused-by-my-modding!
davinci