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Moral test bug or feature?
Posted: Mon Apr 25, 2011 8:29 pm
by deeter
Under Fog TT rules, a BG on tests for cohesion loss once for a given reason, such as a friendly unit routing. Today I watched a fragged unit route and run off. A fresh unit behind dropped to disordered. Then a fragged unit that was next to the original router also routed. The formerly fresh unit in the rear dropped to fragged, then the routing unit ran through the formerly fresh unit, routing it as well.
I've seen this before but attributed it to other factors. However, in this case there were no other possible factors. What gives?
Deeter
Posted: Tue Apr 26, 2011 1:42 am
by dazzam
Aren't they different tests..one for the first unit routing and the 2nd test for having a unit rout through them? That seems ok for me and I think helps simulate the domino effect that can occur if troops are too heavily congested and the line starts to break. But maybe that's just me.
Posted: Tue Apr 26, 2011 1:45 am
by batesmotel
dazzam wrote:Aren't they different tests..one for the first unit routing and the 2nd test for having a unit rout through them? That seems ok for me and I think helps simulate the domino effect that can occur if troops are too heavily congested and the line starts to break. But maybe that's just me.
Being routed through is not a cause for a test. It just causes an automatic drop of a level of cohesion.
Chris
Posted: Tue Apr 26, 2011 1:50 am
by dazzam
Fair enough. Then in Deeters example isn't it a case of having to undergo 2 tests. One for each adjacent unit that routed (and failed them in both cases) and then suffering the auto-drop in cohesion level as the unit routed through them. I don't see the problem with that.
Posted: Tue Apr 26, 2011 1:57 am
by batesmotel
dazzam wrote:Fair enough. Then in Deeters example isn't it a case of having to undergo 2 tests. One for each adjacent unit that routed (and failed them in both cases) and then suffering the auto-drop in cohesion level as the unit routed through them. I don't see the problem with that.
Tests are a little different in FoG PC rather than FoG TT due to the sequencing where one unit will move and resolve combat and then the next one starts. Generally the way the PC version handled this is that you only roll the dice once for a given cause for a cohesion test but then test multiple times with only the worst result actually applying. I suspect in this case that when the second test occurred that the modified result ended up being enough lower than the original that it corresponded to a two level drop rather than one as a test for seeing a rout. It would have taken something like ending up with a modified 3 result for the first test and a modified 2 for the second.
Chris
Posted: Thu Apr 28, 2011 3:35 pm
by Morbio
An awful lot of these sorts of issues, including the 'no combat' issue I have posted would be easily identified as bugs or not if the detailed combat messages were written to a text file (it could be overwritten each round if space is a concern). Indeed, where bugs are identified, then the cause may often be explained by the messages too, which is the first part in solving the problem.
I can't believe that this would be difficult to implement and would meet so many needs, including those of the people who want to analyse their battles so they better understand why they are winning or losing. The review could be done through Notepad, or Wordpad or a host of free tools to display text files. In an ideal world you could make this a toggleable (real word?) feature in preferences to determine whether to write the log or not.
Slitherine: Is this something to consider?