I have been talking to Paul59 about an extra scenario script for my Blore Heath scenario that makes the Lancastrian cavalry contingent stay controlled by the script for 3-4 turns instead of just 1 turn currently. I like the way the script works in Aljubarrotta, but I have noticed something a bit odd happening with it on Turn 3/4 . . .
The French unit on the very left of the line engaging the Castilians drew its last combat and did not break off. But then it made a diagonal move into the centre, but then continued melee-ing with the same Castilian unit from its new position. Ordinarily, it would just stay where it was (where the white brackets are) and continue to the next round of melee.
Any ideas?
Aljubarrotta script bug?
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stockwellpete
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Re: Aljubarrotta script bug?
During Beta testing we made at least one revision to the script to address perceived errors. I remember someone complained that a unit just stood stationary when the way straight ahead was blocked, but it could have made a diagonal move instead. We then adjusted the script to allow diagonal moves, but I think this must be an unplanned consequence of the change!stockwellpete wrote: Tue Aug 30, 2022 1:58 pm I have been talking to Paul59 about an extra scenario script for my Blore Heath scenario that makes the Lancastrian cavalry contingent stay controlled by the script for 3-4 turns instead of just 1 turn currently. I like the way the script works in Aljubarrotta, but I have noticed something a bit odd happening with it on Turn 3/4 . . .
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The French unit on the very left of the line engaging the Castilians drew its last combat and did not break off. But then it made a diagonal move into the centre, but then continued melee-ing with the same Castilian unit from its new position. Ordinarily, it would just stay where it was (where the white brackets are) and continue to the next round of melee.
Any ideas?
These automatic move scripts are very tricky to get right. We are basically trying to replace most of the games AI scripting with one scenario script! So things can occasionally go wrong.
I think I have an original version of the Aljubarrota script gathering dust on my hard drive, so maybe we can use that for your Blore Heath instead. In any case, I don't think this issue will be a problem with Blore Heath, as the units will only be uncontrolled for 3 turns at most, and being cavalry they will be falling back from most impacts/melees.
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stockwellpete
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Re: Aljubarrotta script bug?
Yes OK, Paul. I'll send the Blore Heath scenario over to you then. So on Turn 4 the Lancastrian player can take control of his cavalry. Thanks.Paul59 wrote: Tue Aug 30, 2022 3:25 pm
During Beta testing we made at least one revision to the script to address perceived errors. I remember someone complained that a unit just stood stationary when the way straight ahead was blocked, but it could have made a diagonal move instead. We then adjusted the script to allow diagonal moves, but I think this must be an unplanned consequence of the change!
These automatic move scripts are very tricky to get right. We are basically trying to replace most of the games AI scripting with one scenario script! So things can go wrong.
I think I have an original version of the Aljubarrota script gathering dust on my hard drive, so maybe we can use that for your Blore Heath instead. In any case, I don't think this issue will be a problem with Blore Heath, as the units will only be uncontrolled for 3 turns at most, and being cavalry they will be falling back from most impacts/melees.
