Please fix the mounted break-offs! :(
Moderators: Slitherine Core, FoG PC Moderator, NewRoSoft
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Blathergut
- Field Marshal - Elefant

- Posts: 5882
- Joined: Tue Jan 22, 2008 1:44 am
- Location: Southern Ontario, Canada
Please fix the mounted break-offs! :(
Everytime I come back to this game to play it, I get so disillusioned by some bizarre, wiggly, twisty, three-times-the-normal-movement breakoff by some mounted unit who now ends up behind my lines ready to charge my shiny derrieres.
Is there any consideration being given to somehow altering this?
Is there any consideration being given to somehow altering this?
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gazxtrix
- Administrative Corporal - SdKfz 251/1

- Posts: 133
- Joined: Sat May 08, 2010 1:39 am
- Location: Perth Australia
Please fix!!!!
Part of same issue probably. Knights / extra heavies in breakoff , facing toward the enemy after long breakoff. I cant move my ehc/Knights in a normal move and then reface so how can u breakoff move further than normal distance ad then turn around to face looks like 2 turns in 1, IT NEEDS FIXING.
Part of same issue probably. Knights / extra heavies in breakoff , facing toward the enemy after long breakoff. I cant move my ehc/Knights in a normal move and then reface so how can u breakoff move further than normal distance ad then turn around to face looks like 2 turns in 1, IT NEEDS FIXING.
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claymore58
- Sergeant First Class - Elite Panzer IIIL

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- Location: Brisbane, Australia
Swords & Scimitars
Will it be fixed in S&S ....
Evade options: A player can set a battlegroups aggression level. High aggression means they will not evade. Low aggression means they will always evade. Medium means they will evade if the charger has better combat odds.
Evade options: A player can set a battlegroups aggression level. High aggression means they will not evade. Low aggression means they will always evade. Medium means they will evade if the charger has better combat odds.
They laid waste to our land ....
The problem is evasion routines not the evasion level, for example i think that an unit evading can do it using his movement value as base, then type add extra evasion movement and training add another variant.
For example for me mounted units (not heavy armored units) and LF units can evade allways 3 hexes, then with a dice decide if they can evade de 4th hex to be totally safe (here are things like unit quality, in command range, friend units near...), and if they are drilled units end the evasion movement facing enemy, undrilled cant do it but could have a bonus in evasion, more options to evade 4 hexes.
Of course you can improve the evasion base hex value to 4 but the idea is prevent evasions of 10 or more hexes specially in map borders.
PD: another question is the evasion path, isnt strange see units evading to enemy lines when they have a clear path to their reguard... and safe
For example for me mounted units (not heavy armored units) and LF units can evade allways 3 hexes, then with a dice decide if they can evade de 4th hex to be totally safe (here are things like unit quality, in command range, friend units near...), and if they are drilled units end the evasion movement facing enemy, undrilled cant do it but could have a bonus in evasion, more options to evade 4 hexes.
Of course you can improve the evasion base hex value to 4 but the idea is prevent evasions of 10 or more hexes specially in map borders.
PD: another question is the evasion path, isnt strange see units evading to enemy lines when they have a clear path to their reguard... and safe
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Blathergut
- Field Marshal - Elefant

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IainMcNeil
- Site Admin

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Blathergut
- Field Marshal - Elefant

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- Joined: Tue Jan 22, 2008 1:44 am
- Location: Southern Ontario, Canada
In the current version, when a mounted unit is going to break off, the game first decides which two hexsides it should be allowed to move through. (These are two hexsides on either side of the same vertex, in effect a 60 degree arc.) If there is one adjacent enemy, it chooses two hexsides on the other side of the mounted unit. If there are several adjacent enemies, it chooses two hexsides which are free of adjacent enemies, and on the other side from most adjacent enemies if possible.
Having chosen the hexsides, the mounted unit is allowed to move through any hexes, even those which are in enemy zone of control (EZOC). It is not, however, allowed to move through hexes that are adjacent to an enemy it wouldn't be allowed to charge. In practice, this means that when Light Horse are breaking off, they're prevented from moving through most EZOC hexes. There is no upper limit to how far the mounted unit can move, and it must finish in a non-EZOC hex.
The motive behind this was to maximise cavalry units' chances of breaking off, but in practice there are sometimes surprising/unrealistic paths, as mentioned above.
In the S&S beta, we're trialling a slight change, which is that instead of choosing any two hexsides, the mounted unit will have to move through its rear arc. So, its facing before it tries to break off becomes very important. Hopefully this will rule out the more unrealistic break-off moves, e.g. ending up behind enemy lines.
Having chosen the hexsides, the mounted unit is allowed to move through any hexes, even those which are in enemy zone of control (EZOC). It is not, however, allowed to move through hexes that are adjacent to an enemy it wouldn't be allowed to charge. In practice, this means that when Light Horse are breaking off, they're prevented from moving through most EZOC hexes. There is no upper limit to how far the mounted unit can move, and it must finish in a non-EZOC hex.
The motive behind this was to maximise cavalry units' chances of breaking off, but in practice there are sometimes surprising/unrealistic paths, as mentioned above.
In the S&S beta, we're trialling a slight change, which is that instead of choosing any two hexsides, the mounted unit will have to move through its rear arc. So, its facing before it tries to break off becomes very important. Hopefully this will rule out the more unrealistic break-off moves, e.g. ending up behind enemy lines.
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batesmotel
- Field of Glory Moderator

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This sounds like a good change. It should also eliminate the problem of some strange changes of face for cavalry that is unable to break off. I'm tired of seeing cavalry that previously didn't have its rear exposed to an enemy charge in its original facing then changing face in combat to expose it while trying to break off but being unable to do so.EricS wrote:In the current version, when a mounted unit is going to break off, the game first decides which two hexsides it should be allowed to move through. (These are two hexsides on either side of the same vertex, in effect a 60 degree arc.) If there is one adjacent enemy, it chooses two hexsides on the other side of the mounted unit. If there are several adjacent enemies, it chooses two hexsides which are free of adjacent enemies, and on the other side from most adjacent enemies if possible.
Having chosen the hexsides, the mounted unit is allowed to move through any hexes, even those which are in enemy zone of control (EZOC). It is not, however, allowed to move through hexes that are adjacent to an enemy it wouldn't be allowed to charge. In practice, this means that when Light Horse are breaking off, they're prevented from moving through most EZOC hexes. There is no upper limit to how far the mounted unit can move, and it must finish in a non-EZOC hex.
The motive behind this was to maximise cavalry units' chances of breaking off, but in practice there are sometimes surprising/unrealistic paths, as mentioned above.
In the S&S beta, we're trialling a slight change, which is that instead of choosing any two hexsides, the mounted unit will have to move through its rear arc. So, its facing before it tries to break off becomes very important. Hopefully this will rule out the more unrealistic break-off moves, e.g. ending up behind enemy lines.
Chris
....where life is beautiful all the time
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Blathergut
- Field Marshal - Elefant

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- Joined: Tue Jan 22, 2008 1:44 am
- Location: Southern Ontario, Canada


