Massive problem with pursuits
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pantherboy
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Massive problem with pursuits
Prior to this update units were limited in pursuit distance but now have infinite pursuit range. As long as you move adjacent to someone else in pursuit then you force them to evade and follow up. My opponent crossed half the map with a MF going from one LF to another scattering all and finally pushing a couple off the map. I'm playing later granadine so have a lot of LF and now they are trying to scatter so not to create evade chains for enemy advance. I also did this to Morbio in our game chasing one LH after another up 10 hexes. Before you were limiting pursuit to no more than base movement. Is this a bug or huge change in play style? I'm hoping a bug.
Also it seems you will pursue mounted now automatically which coupled with unlimited movement makes it most broken. Better was foot usually halting after forcing mounted to evade.
Also can units evade now when one of their own routs and draws an enemy adjacent to you? I had a MF rout a LF and follow up next to another LF and LH but instead of pinning them they just evaded during the rout. Is this intended?
Cheers,
Steve
Also it seems you will pursue mounted now automatically which coupled with unlimited movement makes it most broken. Better was foot usually halting after forcing mounted to evade.
Also can units evade now when one of their own routs and draws an enemy adjacent to you? I had a MF rout a LF and follow up next to another LF and LH but instead of pinning them they just evaded during the rout. Is this intended?
Cheers,
Steve
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IainMcNeil
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jamespcrowley
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IainMcNeil
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jamespcrowley
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IainMcNeil
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Morbio
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Re: Massive problem with pursuits
Oh, does this invalidate our game? Please, please, please say it is so!pantherboy wrote:Prior to this update units were limited in pursuit distance but now have infinite pursuit range. As long as you move adjacent to someone else in pursuit then you force them to evade and follow up. My opponent crossed half the map with a MF going from one LF to another scattering all and finally pushing a couple off the map. I'm playing later granadine so have a lot of LF and now they are trying to scatter so not to create evade chains for enemy advance. I also did this to Morbio in our game chasing one LH after another up 10 hexes. Before you were limiting pursuit to no more than base movement. Is this a bug or huge change in play style? I'm hoping a bug.
Also it seems you will pursue mounted now automatically which coupled with unlimited movement makes it most broken. Better was foot usually halting after forcing mounted to evade.
Also can units evade now when one of their own routs and draws an enemy adjacent to you? I had a MF rout a LF and follow up next to another LF and LH but instead of pinning them they just evaded during the rout. Is this intended?
Cheers,
Steve
Actually, this rings a bell for me in a game against Iversonjm. I remember one of my Thorokitai trundling through about 5 or 6 units (and doing about 120 turn in the process) to finally rear-charge a hoplite unit. I didn't think too much of it at the time (other than to chuckle about it), but this is probably the same issue.
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batesmotel
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Evading from pursuers is a feature, not a bug ;-)
I saw the change with evaders (LF/LH) evading when pursuers moved adjacent in beta games so those were definitely post 1.2.8. I assume this was an intentional change since this troops that can evade are allowed to do so from pursuers in the TT rules. I have not seen the massive pursuit distances also mentioned above.
Chris
Chris
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batesmotel
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pantherboy
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Well, today continue with an pre 1.3 multiplayer game and find that LH can move 4 hex to repulse a LF unit attacked in his rear and after evade LF the LH unit can move another 4 hexes and take LF a second time but now cant evade and his rear is attacked... WTF IS THIS!!!! and same for a HF unit, i advance 1 hex to routed a medium foot unit and the "hero" HF unit continue pursuit another few hexes more breaking my line and give to me only one option, leave the unit alone to be defeated by enemy because i not enter in elevations to save a single unit with 5 HF units
Well, i think that now i dont know what i can expect that my troops do because they do every time a different thing and is frustrating becuase i start to find FoG more like a rusian roulette that a wargame
PD: play with % is ugly but is worst play with 300
Well, i think that now i dont know what i can expect that my troops do because they do every time a different thing and is frustrating becuase i start to find FoG more like a rusian roulette that a wargame
PD: play with % is ugly but is worst play with 300
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IainMcNeil
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It is inevitable that when we do updates that change the game behaviour that this will effect games in progress. One option is to warn you in advance and kill them all off. The other is to do what we do and make the code backwards compatible but that does mean some odd thigns may happen as you switch over. This is harder but we feel the better option!
We're happy to listen to ideas on how you woudl like to handle it.
We're happy to listen to ideas on how you woudl like to handle it.
Well, many of the problems with units in the game have a "clasic" solution and this is add a system of action points, every unit type have x action points and expend then when move, shoot, combat, evade, pursuit... you can select options like "reserve action points" that allow you to decide if you want pursuit routed units of not, same for evade units... but i know that this is impossible because need change many things and need add more information in the game to player and if are problems with cosmetic features like soldiers numbers 
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pantherboy
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I played a few AI games to test out whether the same things will occur and it definitely doesn't. It is limited to games started prior to the update. As far as I'm concerned it isn't an issue that it disrupts some games as it is only a game. All new games function fine and that is what should be your main concern.
Cheers for all the great effort.
Steve
Cheers for all the great effort.
Steve
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keithmartinsmith
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We did make an intentional change, to allow pursuers to pursue more than one evader.
At the same time as making that change, we accidentally added a bug where, as long as a new enemy evades from them, the pursuer can carry on pursuing indefinitely.
This bug will be fixed in 1.3.1. Starting in 1.3.1, pursuers will be limited to their move allowance. (Sometimes their move allowance will be increased or decreased by 1 by their variable die roll.)
At the same time as making that change, we accidentally added a bug where, as long as a new enemy evades from them, the pursuer can carry on pursuing indefinitely.
This bug will be fixed in 1.3.1. Starting in 1.3.1, pursuers will be limited to their move allowance. (Sometimes their move allowance will be increased or decreased by 1 by their variable die roll.)
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Blathergut
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deadtorius
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