Massive problem with pursuits

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pantherboy
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Massive problem with pursuits

Post by pantherboy »

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
IainMcNeil
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Post by IainMcNeil »

Not seeing that at all at this end. Is it repeatable. If you have a save game where it occurs send it over.
jamespcrowley
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Post by jamespcrowley »

I noticed the same thing in a current MP game with Rbodleyscott (Parthians) v my Gauls.

One of my chariots attacked a LH which evaded, the chariot pursued and went on to hit another three LH, scattering them a considerable distance.

This was a 1.2.8 game originally until upgraded yesterday.
IainMcNeil
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Post by IainMcNeil »

Were both these issues with games alreaedy in progress under v1.2.8? I wonder if this is the issue.
jamespcrowley
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Post by jamespcrowley »

Could well be, as I have not noticed anything like that behaviour in the couple of 1.3.0 games that I have played.
IainMcNeil
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Post by IainMcNeil »

If anyone spots it in games started ost 1.3.0 let us know. If it is only in games coming from 1.2.8 it is annoying but I doubt we can do much to help unfortunately :(
Morbio
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Re: Massive problem with pursuits

Post by Morbio »

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
Oh, does this invalidate our game? Please, please, please say it is so! ;)

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.
batesmotel
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Evading from pursuers is a feature, not a bug ;-)

Post by batesmotel »

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
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batesmotel
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Post by batesmotel »

From the release notes:
Add: Logic: Units mow evade if contacted in a pursuit move.
so it is an intentional change.

Chris
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pantherboy
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Post by pantherboy »

Yes this problem is occuring in my games started under the old patch. I suspect it is something to do with the change over.

Cheers for the prompt response,

Steve

PS: Love all the work you guys are doing and will pre-order the next one, too.
Scutarii
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Post by Scutarii »

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 :roll:

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 :evil:

PD: play with % is ugly but is worst play with 300 :twisted:
IainMcNeil
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Post by IainMcNeil »

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.
Scutarii
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Post by Scutarii »

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 :roll:
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Post by Morbio »

I've seen this about 4 times today. All of the occurrences were games started prior to the update. Hopefully this is just an issue for those games in progress. If it is, then I can live with it, if it persists then it really is a big issue as it introduces a significant random element into the game :(
TimW
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Post by TimW »

I'm seeing a fair number of these as well - all games vs AI, started under 1.3.
pantherboy
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Post by pantherboy »

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
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Post by keithmartinsmith »

We are looking at this one.
Thanks
Keith
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Post by EricS »

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.)
Blathergut
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Post by Blathergut »

This sounds much better. :D
deadtorius
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Post by deadtorius »

Oh darn I was starting to like my cavalry doing the steeple chase through the lights, even caught one that evaded eventually. Was the terror of the LH armies
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