Interesting thought of the day (breakdowns)...

PC : Battle Academy is a turn based tactical WWII game with almost limitless modding opportnuities.

Moderators: Slitherine Core, BA Moderators

Post Reply
Obsolete
Lieutenant Colonel - Panther D
Lieutenant Colonel - Panther D
Posts: 1203
Joined: Thu May 06, 2010 5:25 pm

Interesting thought of the day (breakdowns)...

Post by Obsolete »

Since units like the Tiger should break down a fourth of the time... how come they never break down when moral forces a retreat? :P
Image
Experience Ratio = (def exp level + 2)/(att exp level + 2)
Entrenchment Ratio = (def entr rate + 1) /(att entr rate + 1)
Merr
Captain - Heavy Cruiser
Captain - Heavy Cruiser
Posts: 903
Joined: Mon Aug 16, 2010 2:00 pm

Re: Interesting thought of the day (breakdowns)...

Post by Merr »

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? :P
:lol:

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 ... :wink:
Obsolete
Lieutenant Colonel - Panther D
Lieutenant Colonel - Panther D
Posts: 1203
Joined: Thu May 06, 2010 5:25 pm

Post by Obsolete »

Well hmm!

I just assumed that we were not given the MESSAGE as to when the AI has a break-down.
Image
Experience Ratio = (def exp level + 2)/(att exp level + 2)
Entrenchment Ratio = (def entr rate + 1) /(att entr rate + 1)
IainMcNeil
Site Admin
Site Admin
Posts: 13558
Joined: Fri Apr 01, 2005 10:19 am

Post by IainMcNeil »

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.
Merr
Captain - Heavy Cruiser
Captain - Heavy Cruiser
Posts: 903
Joined: Mon Aug 16, 2010 2:00 pm

Post by Merr »

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.
Ian,

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.
Post Reply

Return to “Battle Academy”