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Interesting thought of the day (breakdowns)...
Posted: Sun Oct 30, 2011 1:31 am
by Obsolete
Since units like the Tiger should break down a fourth of the time... how come they never break down when moral forces a retreat?

Re: Interesting thought of the day (breakdowns)...
Posted: Sun Oct 30, 2011 7:12 am
by Merr
Obsolete wrote:Since units like the Tiger should break down a fourth of the time... how come they never break down when moral forces a retreat?

They probably didn't want to add the German voice that screamed out profanity!
On another note ... Did you know the AI doesn't roll for bogged/breakdown ?
Just when I thought the AI doesn't cheat ...

Posted: Sun Oct 30, 2011 8:51 am
by Obsolete
Well hmm!
I just assumed that we were not given the MESSAGE as to when the AI has a break-down.
Posted: Mon Oct 31, 2011 10:38 am
by IainMcNeil
Are you sure - it certainly should do. I can't see how it would avoid it to be honest as it is part of the move code.
Posted: Mon Oct 31, 2011 12:04 pm
by Merr
iainmcneil wrote:Are you sure - it certainly should do. I can't see how it would avoid it to be honest as it is part of the move code.
Ian,
I checked the relevant functions that both Obsolete and myself mentioned .... (as I see it)
FUNCTION RetreatToCover (me, feedback, makeThreatMap, retreatDistance)
FUNCTION MoveAIUnit (me)
In either, there wasn't any checks for breakdown/bogged.
I'll probably add this to my QuickBattles and see how it pans out. I figured it was ommitted (in both functions) because the retreat was considered a free move and the normal AI move "walked" to their destination which is moving in many more chunks than what a human might do, resulting in a higher chance (with every move attempt) of a breakdown/bog.