Argh. MF anarchy charging out of terrain again.
Posted: Mon May 03, 2010 9:51 am
I just had my MF thureophoroi anarchy charge out of terrain again. Has this bug been reintroduced in V 1.2.6?
But it should be.deeter wrote:The V 1.2.6 notes say MF charging into the open is fixed! Charging over streams isn't mentioned and I bet isn't prohibited.
Apparently not. My MF charged out of a marsh into the open.deeter wrote:The V 1.2.6 notes say MF charging into the open is fixed!
+1!dazzam wrote: Any fixes for this can't come soon enough.
I must be playing a different game, as I get very few anarchy charges except by lancers. (It has a lot to do with how you use your troops).arsan wrote:- Reduce the crazy frequency of anarchy charges!
Previously the bug of MF charging out of terrain was corrected, except for steep hills. Now it seems the steep hill issue has been corrected, but either the other bug is back or marsh was not included.Ironclad wrote:1.2.6 stops medium infantry anarchy charging out of steep hills but thats all.
Surely it also has to do with what army you use... if you play with and 80% longbow archers army you will not see it much, thats for sure.rbodleyscott wrote:I must be playing a different game, as I get very few anarchy charges except by lancers. (It has a lot to do with how you use your troops).arsan wrote:- Reduce the crazy frequency of anarchy charges!
However, there are still bugs in the implementation, which do lead to some silly situations.
They test if they are in charge reach and you decide not to charge. Your battle plans need to include charging as soon as the enemy are in reach.arsan wrote:rbodleyscott,
You designed the TT game. Please, enlighten me, as i'm not a TT player.
Do TT FoG roman or Hellenistic armies see how their drilled men battle lines break up and anarchy 100% of the times?? on every battle that's played??![]()
Because thats what happens now on FoG TT. A standard HF battle-line, made of lets say 12 pike or legionary units, will see, by mere statistical probability how at least 1 or 2 units go anarchy every turn they have enemies near charging away, randomly choosing targets on their own and throwing your battle plans out the window.
By declaring charges with them yourself.hidde wrote:Unless he move his skirmishers they will charge next turn, I guess. It's a mess and I can't see how I'm to prevent this
This is where the new anarchy implementation is much better than the old version checked at the start of the turn. Now I can move my lancers or other shock troops into position to charge on one turn and on the next I can have them charge what I want them to charge rather than just having them explode and randomly charge anything in range. The new anarchy rules make it much easier to plan an attack with shock troops rather than just moving them into charge range and then losing all control.rbodleyscott wrote:They test if they are in charge reach and you decide not to charge. Your battle plans need to include charging as soon as the enemy are in reach.arsan wrote:rbodleyscott,
You designed the TT game. Please, enlighten me, as i'm not a TT player.
Do TT FoG roman or Hellenistic armies see how their drilled men battle lines break up and anarchy 100% of the times?? on every battle that's played??![]()
Because thats what happens now on FoG TT. A standard HF battle-line, made of lets say 12 pike or legionary units, will see, by mere statistical probability how at least 1 or 2 units go anarchy every turn they have enemies near charging away, randomly choosing targets on their own and throwing your battle plans out the window.
They won't randomly choose targets if you charge with them - because they only test if you don't charge.
As far as I have seen I do not think there is any restriction on checking anarchy charges through your skirmishers against enemy skirmishers. This should be fixed.However, in the TT rules shock troops do not anarchy charge through skirmishers to get at skirmishers. I am not sure whether this is fully implemented in the PC game. It is very important in the TT game because you can prevent your troops haring off after enemy skirmishers by having a skirmish screen of your own.
And of course, the larger number of units in the PC game mean that formations will break up more when they anarchy charge, so it isn't identical.
So, if I read this correctly, we are a bit-part player in the battle. If we don't tell the units when to charge then they will do it for themselvesrbodleyscott wrote:By declaring charges with them yourself.hidde wrote:Unless he move his skirmishers they will charge next turn, I guess. It's a mess and I can't see how I'm to prevent this
Just to clarify, I have seen anarchy indicators appear at the end of my turn on BGs that are not performing anarchy charges. I have not figured out what these unexplained end of turn anarchy checks were for and they may be spurious. I have not seen any indication that those anarchy tests have any effect on the next turn. The previous anarchy implementation where tests were performed at the start of the turn for any shock troops within charge range gave you much less control when using shock troops. Essentially meant you moved them into charge range and just let them go where they would show no intelligence at all about what they would charge and even in choosing a charge path. Under the previous anarchy charge rules, shock mounted especially were virtually useless.Morbio wrote:So, if I read this correctly, we are a bit-part player in the battle. If we don't tell the units when to charge then they will do it for themselvesrbodleyscott wrote:By declaring charges with them yourself.hidde wrote:Unless he move his skirmishers they will charge next turn, I guess. It's a mess and I can't see how I'm to prevent thisSo effectively you are saying that we need to play the game exactly as it was perceived to have been done historically or anarchy will ensure.
It may be historically accurate, but it isn't how I want to play a game. I want to be able to decide when to attack, what to attack, and refuse attacks so that I can get a better tactical position on my opponent.
I'm also aligned with Arsan, if it wasn't because I am in the middle of a campaign I would've ceased playing FoG by now. The only reason I haven't is that I've made a commitment to my allies and to the game as a whole. If anarchy isn't improved soon I will stop playing FoG.
EDIT: Please don't misunderstand me, I'm not saying there should be no anarchy, but it shouldn't be at the 20-30% that Paisley's analysis (I hope I remembered correctly who did this) showed. I'd like to think it is at about a 5% level. Playability should overrule history if the game is to be fun.
+1Morbio wrote: So, if I read this correctly, we are a bit-part player in the battle. If we don't tell the units when to charge then they will do it for themselvesSo effectively you are saying that we need to play the game exactly as it was perceived to have been done historically or anarchy will ensure.
It may be historically accurate, but it isn't how I want to play a game. I want to be able to decide when to attack, what to attack, and refuse attacks so that I can get a better tactical position on my opponent.