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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? :P

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? :P
:lol:

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 ... :wink:

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.