In the below image, my cav SHOULD swing down and then right, to rear-attack the Swiss Keil. But if allowed to autopath to the Keil, he wants to move lower-right first (see the highlighted square) and thus lose out on being able to rear-hit. And, if I manually override the autopathing and manually force him to go down first, he then, somehow, doesn't have enough AP left to attack at all.
Line of attack/charge wonkiness?
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- Lance Corporal - Panzer IA
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- Lance Corporal - Panzer IA
- Posts: 18
- Joined: Sun Mar 14, 2021 12:16 am
Re: Line of attack/charge wonkiness?
So, next I moved the horse to my cav's right, down into the highlighted square, blocking it. Then, tried moving the cav again - and sure enough, THIS time, he's got enough AP to move down and then attack. WTH? Btw - still LOVING this game 

Re: Line of attack/charge wonkiness?
This is known and due to the pathfinding of the engine.
btw here, your cavalry can only charge by the flank, not by the rear, so the Keil's cohesion won't drop. Your cav should be on the nearby square on the left hand side when it starts its move (ie. move strictly diagonally).
Great game indeed. Have fun
btw here, your cavalry can only charge by the flank, not by the rear, so the Keil's cohesion won't drop. Your cav should be on the nearby square on the left hand side when it starts its move (ie. move strictly diagonally).
Great game indeed. Have fun

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- Field of Glory 2
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Re: Line of attack/charge wonkiness?
The engine does not know your intentions, and does not apply artificial intelligence to the path it finds. Sometimes you can get round this by moving your unit one square at a time, but not in this case because the moves would involve two 45 degree turns. (These are ignored when the unit moves the whole move in one go. In real life, it would be easier for troops to obey the order "charge!" than "go over to there, and then charge").
Edit: Removed erroneous statement.
Edit: Removed erroneous statement.
Richard Bodley Scott


Re: Line of attack/charge wonkiness?
In the second case, it is the rear charge. Therefore, this question arose that the difference as a result of the 2 charges is significant I think.
According to the script condition the angle the enemy is presenting to the attacker's position should be more than 138 degr. That is a charge from any tile within the red sector will be a rear attack if its path lies through the selected/highlighted tile.

According to the script condition the angle the enemy is presenting to the attacker's position should be more than 138 degr. That is a charge from any tile within the red sector will be a rear attack if its path lies through the selected/highlighted tile.

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- Field of Glory 2
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Re: Line of attack/charge wonkiness?
Of course you are right, my mistake.Cronos09 wrote: ↑Thu Apr 29, 2021 12:36 pm In the second case, it is the rear charge. Therefore, this question arose that the difference as a result of the 2 charges is significant I think.
According to the script condition the angle the enemy is presenting to the attacker's position should be more than 138 degr. That is a charge from any tile within the red sector will be a rear attack if its path lies through the selected/highlighted tile.
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Richard Bodley Scott


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- Lieutenant Colonel - Fw 190A
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Re: Line of attack/charge wonkiness?
In the original post, the default move only requires one 45 degree turn, whereas the desired move requires two 45 degree turns. I suspect that has a lot to do with the default movement path, and why a manual move doesn't have enough MP to charge.
William Michael, Pike & Shot Campaigns and Field of Glory II series enthusiast
Re: Line of attack/charge wonkiness?
I think that in the first case, when we move the winged hussars unit manually vertically down, it loses 4AP + Free Turn (12AP are left). Then it must turn 45 degrees and charge diagonally, which requires 8 + 6 = 14AP.
In the second case, we also have two 45 degree turns. But they happen during one movement and the angle of turn is calculated at the start of the move:
angle = GetAngleFromTile(tilex, tiley, me) ; //get the angle the unit is presenting to the denoted tile, 0=looking straight at it, 180= it is directly behind them.
I think that with this movement the 'Free Turn' is not even lost.
In the second case, we also have two 45 degree turns. But they happen during one movement and the angle of turn is calculated at the start of the move:
angle = GetAngleFromTile(tilex, tiley, me) ; //get the angle the unit is presenting to the denoted tile, 0=looking straight at it, 180= it is directly behind them.
I think that with this movement the 'Free Turn' is not even lost.