Interesting thought of the day (breakdowns)...
Moderators: Slitherine Core, BA Moderators
Interesting thought of the day (breakdowns)...
Since units like the Tiger should break down a fourth of the time... how come they never break down when moral forces a retreat? 

Experience Ratio = (def exp level + 2)/(att exp level + 2)
Entrenchment Ratio = (def entr rate + 1) /(att entr rate + 1)
Re: Interesting thought of the day (breakdowns)...
Obsolete wrote:Since units like the Tiger should break down a fourth of the time... how come they never break down when moral forces a retreat?
They probably didn't want to add the German voice that screamed out profanity!
On another note ... Did you know the AI doesn't roll for bogged/breakdown ?
Just when I thought the AI doesn't cheat ...
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IainMcNeil
- Site Admin

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Ian,iainmcneil wrote:Are you sure - it certainly should do. I can't see how it would avoid it to be honest as it is part of the move code.
I checked the relevant functions that both Obsolete and myself mentioned .... (as I see it)
FUNCTION RetreatToCover (me, feedback, makeThreatMap, retreatDistance)
FUNCTION MoveAIUnit (me)
In either, there wasn't any checks for breakdown/bogged.
I'll probably add this to my QuickBattles and see how it pans out. I figured it was ommitted (in both functions) because the retreat was considered a free move and the normal AI move "walked" to their destination which is moving in many more chunks than what a human might do, resulting in a higher chance (with every move attempt) of a breakdown/bog.

