Autocharge test

This is where we discuss anything multiplayer. From strategies, arranging games, to multiplayer related technical help. You will also find tournament and league information here.
KG_Soldier
Reactions:
Posts: 1028
Joined: Thu Apr 15, 2010 6:43 am

Re: Autocharge test

Post by KG_Soldier »

It's just cruel is what it is. Alas for my poor soldiers!

Partly my fault for not getting out, I just keeping wrongly putting faith in the fact that soldiers higher than others, all other things equal, should dominate.
Seal completely disproves that silly notion.:woohoo:
User avatar
RebBugler
Reactions:
Posts: 4252
Joined: Sun Aug 03, 2008 12:51 am
Location: Ouachita Mountains, Arkansas

Re: Autocharge test

Post by RebBugler »

It's just cruel is what it is. Alas for my poor soldiers!

Partly my fault for not getting out, I just keeping wrongly putting faith in the fact that soldiers higher than others, all other things equal, should dominate.
Yeah, that bugs me too. The rows of regiments that got you should have been spaced back according to a space-height formula. With the regiments distanced back proportionally their firepower would have been significantly diminished due to distance from target.

Maybe the formula is not working right because of the increased musket ranges...regardless, this will be looked into.

In regard to your chewed-up guns, the Rebs are definitely at a disadvantage with the modded increased musket ranges. Their forte is canister. Long range is pretty dismal compared to the Yank guns, with the napoleons and howitzers being the weakest.

SS, next time, hold the hill from the bottom, they can't stack up because of no terrain difference, and you can keep them away from your guns pelting them from atop the hill. :woohoo:
Bugles & Flags Gettysburg - Toolbar, Flags, Scenarios, and More...
User avatar
RebBugler
Reactions:
Posts: 4252
Joined: Sun Aug 03, 2008 12:51 am
Location: Ouachita Mountains, Arkansas

Re: Autocharge test

Post by RebBugler »

RebBugler wrote:
The auto charge was fine tuned over weeks of testing before this game was ever released.
Are you serious??? There are more melees now than even in the 1.0 version. The game engine is well tuned for ancients gaming, not so much for blackpowder.
I resemble that argument...:woohoo:

I'm not seeing more melees, guess it's style of play. When we started working on autocharge, units were like T1 cavalry, charging at 100 yards, sometimes more. It was tweaked down, down, down...I know, I was there...we settled for as small a distance as possible, the goal being, minimize melees (resulting from autocharge). It's obviously not perfect, but we're all on the same page here, no one wants 'swarming barbarian hoards'...guess that's "ancients".:P
Bugles & Flags Gettysburg - Toolbar, Flags, Scenarios, and More...
Jack ONeill
Reactions:
Posts: 1896
Joined: Mon Apr 28, 2008 10:49 pm

Re: Autocharge test

Post by Jack ONeill »

All,

Have been following this with great interest.

What about this - is it possible to set the defending unit, {the obvious target of the charge), to not react until the charging unit is within, say, 25 yards? That way it is not drawn out into the middle of the field and shot up totally if it wins.
Also, what about this - if the defending unit is behind or in cover, (wall, fence, trees, etc.), the unit is coded to stay put, with a defensive bonus? I realize this might not be possible due to coding issues and such, but, worth a shot?
Am not sure what to do about the "keep meleeing until you give up" syndrome. Therapy?

My 5 cents.

Jack B)
American by birth, Californian by geography, Southerner by the Grace of God.

"Molon Labe"
Jack ONeill
Reactions:
Posts: 1896
Joined: Mon Apr 28, 2008 10:49 pm

Re: Autocharge test

Post by Jack ONeill »

Well, isn't the "Duh" factor huge for me these days. Just read the topic by Mowgli regarding charges. It seems the infantry was originally set for a 25 yard charge radius and that was changed. Hmmm... I'd say its time to change it back.
Also, can we give consideration to the other half of my last post about Infantry holding position when charged behind (or in) cover?

Jack
American by birth, Californian by geography, Southerner by the Grace of God.

"Molon Labe"
Marching Thru Georgia
Reactions:
Posts: 1769
Joined: Mon Mar 29, 2010 9:56 pm

Re: Autocharge test

Post by Marching Thru Georgia »

RebBugler wrote:
I'm not seeing more melees, guess it's style of play. When we started working on autocharge, units were like T1 cavalry, charging at 100 yards, sometimes more. It was tweaked down, down, down...I know, I was there...we settled for as small a distance as possible, the goal being, minimize melees (resulting from autocharge).
I just let the AI do its thing. Then there are many, many melees. The problem comes from the AI trying to avoid the bunching up of regiments. To do that, the AI sends many regiments advancing towards the enemy at the double quick. Their destination is usually behind the enemy regiment. But of course they collide with them before they get there. Having the brigades act as cohesive units rather than just a collection of regiments would go a long way to solving this and other problems.
I can make this march and I will make Georgia howl.
kg_sspoom
Reactions:
Posts: 284
Joined: Sat Dec 06, 2008 6:21 am

Re: Autocharge test

Post by kg_sspoom »

As the game currently plays once a unit is drawn into melee even retreating wont keep them from turning back around and recharging.
I also had(not the incident S.S. was refering to) 3 regiments holding a wall while the enemy was moving forward in column I TCed my men put them in column and started marching them to the rear, the enemy shifted(started to not fully) from column to line and charged. My soldiers were marching away on the other side of a stone wall deeper into the woods and were sucked into melee on the other side of the stone wall. Then they preced to melee untill routing for 2 and capture for the other. They were between
approximately 50 to 100 yds away when the charge took place.
Now it seems a small regiments become bayonet fodder for large regiments whether they were trying to run away or not once the enemy gets close enough.

These examples are during multiplayers games as I rarely if ever play the A.I.
Last edited by kg_sspoom on Sat May 14, 2011 7:42 am, edited 1 time in total.
Garnier
Reactions:
Posts: 1258
Joined: Thu May 07, 2009 6:43 pm

Re: Autocharge test

Post by Garnier »

So there seem to be two problems:

1. Even outside the 25-yd (or whatever) autocharge radius, if regiment A is ordered to charge regiment B, B will automatically countercharge. The autocharge should only happen once the regiments are inside the autocharge radius.

2. Units that are under orders to retreat, or who are retreating from melee on their own, still autocharge. I think retreating units were never supposed to get into melee though I might be wrong.
Play Scourge of War Multiplayer! www.sowmp.com
Also try the singleplayer carryover campaign
User avatar
Little Powell
Reactions:
Posts: 4884
Joined: Thu Sep 18, 2008 10:25 am

Re: Autocharge test

Post by Little Powell »

Ok, if were going to make any kind of change for the auto-charge then we need a saved game.. If there is no saved game for Norb to look at, then were wasting our time here..

I personally don't see an issue with the auto-charge/melee.. To me it works realistically.

But if there's a bug here and if it's really annoying people, then please get us a saved game and if there's a good case then we'll get it fixed.
Last edited by Little Powell on Tue May 17, 2011 5:31 am, edited 1 time in total.
User avatar
RebBugler
Reactions:
Posts: 4252
Joined: Sun Aug 03, 2008 12:51 am
Location: Ouachita Mountains, Arkansas

Re: Autocharge test

Post by RebBugler »

Okay, what am i doing wrong? Or is it a bug. Whenever I TC a regiment in combat and want to move it I double click the new location, but for some reason the "road" mode gets automatically activated/highlighted and several gray arrows pop up all around the regt in a random manner and the regt attempts to follow them. Again, I did not click the road button. The game automatically did it for me. Usually when i double click on the destination point a second time it gets corrected. But it's really annoying when i'm in combat to see my regts going to road movement mode in the face of the enemy. Any ideas? Am I doing something wrong?

thx,
Boyd (aka Evander Law)
Those are not roadmarch arrows, they are pathing arrows. This is for realism and sets SOW apart from the other TC games. TC or attackmarch and set the unit in column formation to make the pathing more narrow. Still it may take several location clicks to find the fastest route.

Thanks, you've given me an idea for this dilemma...the command 'justrun', which can be placed on your keyboard. I'm going to test it out, and if it looks promising, I'll include in on my B&F toolbar, next edition. I'm pretty sure 'justrun' ignores the pathing scheme, just like retreat. If it works, you could essentially have a 'retreat to' command with destination.
The command 'justrun' tests out good, serves as a Run to or Retreat to command...gives you a direct path, but no control until destination is reached...it'll definitely be on my toolbar.

In case you missed this thread, this is definitely a solid 'direct path' tool that can give you a 'Retreat To' option to avoid this melee dilemma, and get your troops from point A to B...FAST.
Bugles & Flags Gettysburg - Toolbar, Flags, Scenarios, and More...
Post Reply