Pathing question.

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Garnier
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Re: Pathing question.

Post by Garnier »

Skirmishers are useful in both napoleonic and ACW for absorbing enemy artillery fire. Artillery will auto-target the nearest enemy unit usually, not the best target, so if the enemy isn't micromanaging their gun targeting they can waste all their ammo shooting the skirmishers right in front of the mass that's coming at them.

I don't think this is a realistic reason to use skirmishers, and assuming ideal play on both sides it won't even help, but in practice it is useful because most people don't micro their guns.
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Davinci
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Re: Pathing question.

Post by Davinci »

I sometimes see regiments with the 'take roads' button active. Disabling this, they
move straight to their destination. I wonder what activates this button magically.
I have noticed this also, and you are correct, clicking this button seems to cause the units to move better towards their destination.

I would guess when this button is hi-lighted the units are in a different path-finding-movement.

But, the main reason was to stop the units from walking through each other as they did in the previous game.

davinci
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JTolliver
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Re: Pathing question.

Post by JTolliver »

I've noticed this also and I actually normally like it because usually it was what I was going to order them to do anyway.

I would be very interested to hear what Garnier has to say about this.

And speaking of Garnier I again want to say many thanks to you for all your efforts to make this game much more enjoyable. I don't think we could ever thank you enough.
Grog
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Re: Pathing question.

Post by Grog »

Thanks for your input on skirmishers gents

Their ability to take reduced hits from artillery is useful but I agree that this function is not a great reason for using them and can be criticised for being too gamey.

Its obvious that the stock formation is to large to handle.

They take small arms hits at the same rate as formed lines.

They are tricky to handle (especially without an effective fall back manouvre- which I regard as to slow as it stands for skirmishers using delaying tactics).

I'm still keen to explore the possibility of adding this role to the game, especially for the Nap mod and perhaps smaller actions, if they prove to be much added work. Delaying, hounding, screening, defending key features and taking out exposed units are key features of fighting in this period and its inclusion would add a bit more spice to the game IMHO. I expect the modders have given this a lot of time already but maybe there is a way to do it, without having to compromise to much.

How about trying out these modifications?:

1.Smaller dedicated light units with a skirmish formation which is not too large to handle but sufficiently spread out to keep artillery hits to a minimum.

2. Increasing the speed of the unit whilst in skirmish formation. I know this is already done in Drills.cvs but try beefing this up more (enough for the unit to be able to fall back with sufficient speed to get a few rounds off on an advancing Inf line).

3. Increase shooting ranges of all dedicated skirmisher units, with rifle armed units having an added bonus. Not too difference but enough to be able to judge without having to get your tape measure out.

4. Poor melee mod settings for this formation.

5. Lower edged weapon unit stats to encourage withdrawl to rear of supporting line and reduced fighting ability in square.

6. Skirmishing restricted to these units only.

Could it work? :unsure:
Garnier
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Re: Pathing question.

Post by Garnier »

2. Increasing the speed of the unit whilst in skirmish formation. I know this is already done in Drills.cvs but try beefing this up more (enough for the unit to be able to fall back with sufficient speed to get a few rounds off on an advancing Inf line).
If skirmishing is limited to these certain units, you may as well make these units move faster in general. Obviously if skirmish is available to all units, having it be faster (as in stock) is dumb because then skirmish is better than column for making long distance marches or charging across an open field.
3. Increase shooting ranges of all dedicated skirmisher units, with rifle armed units having an added bonus. Not too difference but enough to be able to judge without having to get your tape measure out.
What this would do is create a range gap where the skirmishers can hit enemy infantry without danger. If they are able to cause much damage, this could be really annoying. If they don't cause much damage it might not be an issue.
4. Poor melee mod settings for this formation.
Would have no effect if the unit has any other possible formation since they can just switch right before melee.
5. Lower edged weapon unit stats to encourage withdrawl to rear of supporting line and reduced fighting ability in square.
This would make sense for any light or skirmisher-only infantry.


The biggest reason I haven't tried to do any special skirmisher units in GCM is that we already have as many units as we can handle.

The range gap necessary for small skirmish units to be useful. If there's no range gap, the skirmishers are useless because they'll get destroyed by enemy lines. If there is a range gap, the skirmishers need to have a very low rate of fire otherwise they'll be able to drive the enemy away from a position.

I think having small skirmish units with longer range, very low rate of fire and bad melee ability might be interesting. If both sides had them they might not ruin anything, they could shoot at each other all game and just be annoying. But I'm not sure if the net effect on gameplay would be better. They would take time away from controlling the regular troops and they'd probably end up being used to dash in and try to shoot up artillery before the guns can be protected.
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Grog
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Re: Pathing question.

Post by Grog »

Thanks for your response Garnier

Some good points which I will consider and get back after testing.
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