End of turn evasion

Field of Glory II is a turn-based tactical game set during the Rise of Rome from 280 BC to 25 BC.
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Cunningcairn
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End of turn evasion

Post by Cunningcairn »

At the end of my turn an enemy cataphract pursuing a unit it had broken made contact with one of my steady expert horse archers. The horse archer evaded and ended the move and turn 2 squares away from the pursuing cataphract. In my opponents next turn the cataphract charged my horse archer in the rear and broke it. There is just so much wrong with this being able to happen. Can someone explain the logic behind it?
pompeytheflatulent
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Re: End of turn evasion

Post by pompeytheflatulent »

From what I understand, cav gets one evasion per turn, that one evasion got to cover both your phase and the opponent phase of the turn. So if it gets used up during your move, it won't have any evasion left on your opponent's next move. So I think the problem here is that evasion resets at the start of your move, when it should reset at the start of your opponent's move.
Cunningcairn
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Re: End of turn evasion

Post by Cunningcairn »

pompeytheflatulent wrote: Thu Jan 16, 2020 9:32 pm From what I understand, cav gets one evasion per turn, that one evasion got to cover both your phase and the opponent phase of the turn. So if it gets used up during your move, it won't have any evasion left on your opponent's next move. So I think the problem here is that evasion resets at the start of your move, when it should reset at the start of your opponent's move.
Yup I think that is exactly what is happening. I don't get the logic behind it though. Further to that the horse archer should not drop a cohesion level for being hit in the rear as it is not in contact. The double drop in combat is just bad luck and is just about guaranteed in these situations.
SnuggleBunnies
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Re: End of turn evasion

Post by SnuggleBunnies »

The automatic drop when failing to evade makes sense - the men were trying to flee, failed, and got caught - a morale disaster if anything is.

As for the rest, this has always been the case, but I am unsure what the design intent is, or if it simply an overlooked exception.
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Cunningcairn
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Re: End of turn evasion

Post by Cunningcairn »

SnuggleBunnies wrote: Fri Jan 17, 2020 5:15 am The automatic drop when failing to evade makes sense - the men were trying to flee, failed, and got caught - a morale disaster if anything is.

As for the rest, this has always been the case, but I am unsure what the design intent is, or if it simply an overlooked exception.
They did not fail to evade.
rbodleyscott
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Re: End of turn evasion

Post by rbodleyscott »

The automatic pursuit moves, pursuit charges etc at the “end” of a turn in fact count as occurring at the start of the ensuing turn, so are part of that turn and not the previous turn for the double evasion prohibition.

The button in top right shows “Enemy Turn” the whole time that you cannot move your troops, even though that includes both the automatic moves at the start of the Enemy turn, which count as part of the enemy turn, and those at the start of your turn which count as part of your turn.

We felt it would more confusing for it to switch to showing it as your turn before you can actually issue orders.

Thus the horse archers had already evaded once in the turn, then were charged a second time, so could not evade again.
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Cunningcairn
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Re: End of turn evasion

Post by Cunningcairn »

rbodleyscott wrote: Fri Jan 17, 2020 8:38 am The automatic pursuit moves, pursuit charges etc at the “end” of a turn in fact count as occurring at the start of the ensuing turn, so are part of that turn and not the previous turn for the double evasion prohibition.

The button in top right shows “Enemy Turn” the whole time that you cannot move your troops, even though that includes both the automatic moves at the start of the Enemy turn, which count as part of the enemy turn, and those at the start of your turn which count as part of your turn.

We felt it would more confusing for it to switch to showing it as your turn before you can actually issue orders.

Thus the horse archers had already evaded once in the turn, then were charged a second time, so could not evade again.
I simply don't understand. It was actually in my turn that the cataphract pursued the horse archer. Both moved in my turn. I then sent the game to my opponent for his turn. In his turn my horse archer could not move but his cataphract could move again. They had both moved full distance in my turn so how come the cataphract can move again if the horse archer cannot?
rbodleyscott
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Re: End of turn evasion

Post by rbodleyscott »

This is because the “has evaded” flag isn’t reset till the start of your next turn. So if your unit evades in your own turn, which obviously happens relatively rarely, it can’t evade again in the enemy turn.

As you say, it is anomalous that the enemy unit can move again in its own turn, but you can’t evade.

I will have to look into resetting the evade flags for both sides at the start of each side’s turn.

Thanks for drawing my attention to this.
Richard Bodley Scott

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Cunningcairn
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Re: End of turn evasion

Post by Cunningcairn »

rbodleyscott wrote: Fri Jan 17, 2020 10:55 am This is because the “has evaded” flag isn’t reset till the start of your next turn. So if your unit evades in your own turn, which obviously happens relatively rarely, it can’t evade again in the enemy turn.

As you say, it is anomalous that the enemy unit can move again in its own turn, but you can’t evade.

I will have to look into resetting the evade flags for both sides at the start of each side’s turn.

Thanks for drawing my attention to this.
Thank you Richard.
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