Page 2 of 2
Posted: Wed Jul 28, 2010 10:53 am
by cothyso
it is because they've passed the initial neighbour rout test, but they were disrupted by the routed unit in its flight, and also disrupting other units by themselves in a chain reaction.
Posted: Wed Jul 28, 2010 11:13 am
by batesmotel
If someone sees a situation like this in a gmae where they can re-play the turn, it would be good to get screenshots to make it easier to understand the sequence as it happened.
Chris
Posted: Thu Jul 29, 2010 2:58 am
by deadtorius
I'll try again.
The units are all in adjacent hexes.
Fragged unit fights. Fragged unit breaks
Adjacent unit breaks.
First broken unit makes a rout move.
2 units now break, they were 2 and 3 hexes away from the original router.
No combats after the first one. It all happened off of one break and they did not lose cohesion when the second unit broke, only after the original router had made his rout move. Then they suddenly both broke simultaneously.
I hope that was clear enough in the sequence of things.
Posted: Thu Jul 29, 2010 10:38 am
by batesmotel
deadtorius wrote:I'll try again.
The units are all in adjacent hexes.
Fragged unit fights. Fragged unit breaks
Adjacent unit breaks.
First broken unit makes a rout move.
2 units now break, they were 2 and 3 hexes away from the original router.
No combats after the first one. It all happened off of one break and they did not lose cohesion when the second unit broke, only after the original router had made his rout move. Then they suddenly both broke simultaneously.
I hope that was clear enough in the sequence of things.
This sounds like:
Unit 1 breaks from combat. Check adjacent units for break.
Unit 2 breaks testing for unit 1 break.
Unit 1 rout move after combat now that checks for it breaking is complete.
Unit 3 checks for unit 2 break and breaks. Not combat so doesn't rout until end of turn. Check adjacent units for break.
Unit 4 checks for unit 3 break and breaks. Rout move at end of turn. Check adjacent untit for break.
This sounds like a sequence consistent with how the game seems to resolve things. Needed a series of bad dice for the units and/or lots of negative modifiers on the test although I wouldn't think any unit could drop more than 2 levels unless it was adjacent to more than one router or was routed through and hence disrupted.
Chris
Posted: Thu Jul 29, 2010 11:48 am
by Morbio
I've seen that a few times too. I've always assumed it is because of the reasons Chris describes. The game is limited in showing things in a linear sequence and occasionally some things are displayed 'out of sequence' simply because the display sequence is not aligned with all the actions, e.g. moving or cohesion state checking.
Posted: Sat Jul 31, 2010 1:40 am
by deadtorius
One other thing I forgot to mention was that units 3 and 4 who broke for no reason also ran immediately after breaking before that move was over. Unit 2 who broke right after unit 1 stood there.
Units 3 and 4 broke simultaneously instead of in any sequence and proceeded to make a rout move one after the other, then I was able to move my next unit as unit 1's phase had ended. Also there were no friends to the rear of any of the 4 units, so it was a straight back no break through friends rout move.
This is why I think its a bug, the computer seemed to repeat unit 1's break and rout move with 2 units that were not even adjacent to unit 1, but were the same troop type and had not moved or fought.
Still did not feel right.