Page 1 of 1

2 small glitches

Posted: Mon Jul 25, 2016 6:55 am
by GShock112
Just noticed:

1) enemy hidden units extend their ZOC around so that your troops, who haven't seen them, have a restricted move/attack stance. This effectively negates the hiding of the enemy unit because you know where it is when the tooltip tells you that you can't do one move or another. In other words, the only possible move you may take, due to its ZOC, is the one that reveals the hidden unit... and that means this unit is basically not hidden and will not catch you by surprise even though you can't see it in the woods.

2) I've witnessed a Mtd Samurai unit as RETURNED when it had never exited the battlefield in the first place. It came as a REINFORCEMENT with many other units, without this being called for at the beginning of the turn (the enemy has brought more reinforcements). It's important to note this "returned" unit arrived the turn AFTER the reinforcements had arrived and in the same spot they were so it MUST be a reinforcement the game calls as "Returned".

3) This is not really a glitch but something that perhaps should be addressed. It so happens many times that a pursuer ends its turn of pursuit with a wheeling manouver. When this happens, the game should check whether this unit is giving its back side to other enemies and prevent that from happening. I don't think a unit would be so willing to pursue the enemy that it would give its back to other enemy units... hell they are bloodthirsty enough as it is to chase enemies in the middle of the enemy army. At least as their LAST wheeling move, they should NOT expose their back to other enemy units. :?

Oh boy the Takeda campaign at Daimyo level is very very hard. The Oda have whipped me two times in a row and 1 was really a MAJOR defeat. I'm having a blast!!!! :D

Re: 2 small glitches

Posted: Mon Jul 25, 2016 10:23 am
by rbodleyscott
GShock112 wrote:Just noticed:

1) enemy hidden units extend their ZOC around so that your troops, who haven't seen them, have a restricted move/attack stance. This effectively negates the hiding of the enemy unit because you know where it is when the tooltip tells you that you can't do one move or another. In other words, the only possible move you may take, due to its ZOC, is the one that reveals the hidden unit... and that means this unit is basically not hidden and will not catch you by surprise even though you can't see it in the woods.
Yes this is an issue, but the alternative would be to let them move freely - e.g. charge another unit's flank across the front of the hidden unit.
2) I've witnessed a Mtd Samurai unit as RETURNED when it had never exited the battlefield in the first place. It came as a REINFORCEMENT with many other units, without this being called for at the beginning of the turn (the enemy has brought more reinforcements). It's important to note this "returned" unit arrived the turn AFTER the reinforcements had arrived and in the same spot they were so it MUST be a reinforcement the game calls as "Returned".
This is not a bug. It is the way that the program deals with units that were unable to deploy in their proper location at the proper time for some reason (e.g. Due to mountainous terrain).

So the mounted samurai may have been nothing to do with the reinforcements, but a unit that was previously unable to deploy within 2 squares of its intended position because of impassable terrain.

Also, when flank marches arrive, each unit tests for straggling. Straggling units may arrive later using the normal "Returned" mechanism. (This code does not know that the unit is a straggling reinforcement rather than a unit that has gone off the battlefield, so displays "Returned").
3) This is not really a glitch but something that perhaps should be addressed. It so happens many times that a pursuer ends its turn of pursuit with a wheeling manouver. When this happens, the game should check whether this unit is giving its back side to other enemies and prevent that from happening. I don't think a unit would be so willing to pursue the enemy that it would give its back to other enemy units... hell they are bloodthirsty enough as it is to chase enemies in the middle of the enemy army. At least as their LAST wheeling move, they should NOT expose their back to other enemy units. :?
This is WAD. The pursuers are intent on their pursuit and not taking notice of their surroundings. They therefore follow the routers, and always end their turn turning to face them if they have not already switched target and charged another unit when they run out of AP. This may lead to them being charged in the flank/rear.

Re: 2 small glitches

Posted: Mon Jul 25, 2016 12:24 pm
by GShock112
rbodleyscott wrote: Yes this is an issue, but the alternative would be to let them move freely - e.g. charge another unit's flank across the front of the hidden unit.
The alternative is to make the hidden unit turn (if needed) and instantly charge as soon as an enemy gets in touch: regardless of the unit's original facing. Then let this charge be resolved during the next melee phase (with the appropriate surprise modifiers). :-)
Something about the "hidden" mechanics should change so that sometimes you can spot them BEFORE you get the adjacency and some other times you can't (leader's command rating vs leader's command rating decides whether you see it or not).

2) [omssis]
It's just a small glitch, ininfluential. The present mechanic works just fine.

3) Understood.

Re: 2 small glitches

Posted: Mon Jul 25, 2016 1:01 pm
by rbodleyscott
GShock112 wrote:
rbodleyscott wrote: Yes this is an issue, but the alternative would be to let them move freely - e.g. charge another unit's flank across the front of the hidden unit.
The alternative is to make the hidden unit turn (if needed) and instantly charge as soon as an enemy gets in touch: regardless of the unit's original facing. Then let this charge be resolved during the next melee phase (with the appropriate surprise modifiers).
Rather complex to implement. The engine isn't designed for it.
Something about the "hidden" mechanics should change so that sometimes you can spot them BEFORE you get the adjacency and some other times you can't (leader's command rating vs leader's command rating decides whether you see it or not).
Would be interesting.

Re: 2 small glitches

Posted: Mon Jul 25, 2016 3:14 pm
by GShock112
Well there are instances in the engine where the AI takes control of your troops: rout-pursuit.
This would require a check to make the AI take over in the surprise circumstance... this is not much different from the AI taking over when 2 units idle one next to the other. I think especially in presence of opposing generals sooner or later at least a duel should take place.

Mind all of these things are just minor adjustments to a very solid set of battle concepts. I've lost 4 battles in a row now in the new Takeda Campaign and I'm feeling hopelessly outmatched. 1.28 really turned the table and I'm loving it 10 times more than before.

As I always say, the priority in development should be in the campaigns... battle system ... just minor features to be added. It's just... complete... scraping the barrel really to make it better than what it already is. Scraping the barrel! :-)