Formation is not right when I see the videos

Let's talk about the issues in converting the SOW engine to handle Waterloo. Ideas, suggestions, feature requests, comments.
oho
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Formation is not right when I see the videos

Post by oho »

I see only the old lines overlapping when moving towards the enemy like in Gettysburg when a unit is controlled by AI. This is not historically correct and looks odd. AI has to chose column by division (not only marching culomn) by itself when moving on the battlefield much more often. Will this be implemented soon or can it be tuned by customizing tables. If the latter, how difficicult can this be done?
MarkT
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Re: Formation is not right when I see the videos

Post by MarkT »

Assuming you are talking Waterloo?
I do not have it yet, But I fear the same thing will happen here as did before. despite all the hard work, it is the Civil War in Napoleonic uniforms. Rest assured, by accident and some hard work, somethings will be "historical", others histerical.

Lack of knowledge promotes the response "...it can't be done". This attitude will always keep this system from acheiving the full extents of its capabilities.

That is the real pity.
Mark S. Tewes
Saddletank
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Re: Formation is not right when I see the videos

Post by Saddletank »

I understand that brigade AI formation logic is much improved in the new game. Units will overlap less. Some odd visual effects remain as the most recent Matrix video shows but it should be better than SoW:GB.
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mitra76
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Re: Formation is not right when I see the videos

Post by mitra76 »

The column formation for the brigade (like the biggest part of AI reactions) are linked to the stances. In the video I think is using the brigade commander as TCed, so they cannot have a stance, or it is using "hold to the last" which is a stance which cannot be changed automatically from the AI and which uses as fighting formation the line.

The switch from movement formation to fighting formation depends from the stance level: with hold to the last is at musket range and blitz arrive to 10xmusket range. The stance selection is related to officer style and can be automatically changed from the brigade AI in specific situations, a part hold to the last and all out attack which can be changed only from the player or division commander order.
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mitra76
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Re: Formation is not right when I see the videos

Post by mitra76 »

The anti-overlapping calculation is a set of checks of distances against friends, against enemy, direction angles, checks of grounds in determined points. The distance of checks are under the 200 yards from the enemy and the nearest friend should be under the 80 yards of distance is angle inside the frontal 120°. Of course, because the game works for cycle the check can happen at 190,180,170 it depends from when the AI of unit is called, but if the friend is standing at 190, 180 yards from the enemy is very likely the check is not done in time.

Of course you can increase the 200 from also 1000, but a part being heavier you will have a lot of stop far from the enemy, with the result that the brigade will lost the pieces along the road.
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MarkT
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Re: Formation is not right when I see the videos

Post by MarkT »

The video is kind of sketchy, it remains to be seen when it is released.
My previous post was more a general observation, not an indictment.
No toes were intended to be stepped on.
Mark S. Tewes
oho
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Re: Formation is not right when I see the videos

Post by oho »

Thanks for the answer but i was asking for columnn in Division. Does AI use it on its own?
mitra76
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Re: Formation is not right when I see the videos

Post by mitra76 »

I'm speaking exactly of this: column by division is the default fighting formation used for aggressive stances
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oho
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Re: Formation is not right when I see the videos

Post by oho »

ok, couldn't see it.
Guest
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Re: Formation is not right when I see the videos

Post by Guest »

The anti-overlapping calculation is a set of checks of distances against friends, against enemy, direction angles, checks of grounds in determined points. The distance of checks are under the 200 yards from the enemy and the nearest friend should be under the 80 yards of distance is angle inside the frontal 120°. Of course, because the game works for cycle the check can happen at 190,180,170 it depends from when the AI of unit is called, but if the friend is standing at 190, 180 yards from the enemy is very likely the check is not done in time.

Of course you can increase the 200 from also 1000, but a part being heavier you will have a lot of stop far from the enemy, with the result that the brigade will lost the pieces along the road.
I'm so much sorry to play the role of devil's advocate, but, honestly, I think this continuous detection approach will be a resource-hog and cannot made the game look very realistic (to my expectations, at least) if not tied with some collision prediction and resolution system, plus many geometrical semplifications intrisic of Napoleonic Warfare.

Let me suggest a couple of readings:

http://www.gamasutra.com/view/feature/1 ... vement.php

http://www.gamasutra.com/view/feature/1 ... vement.php

http://realtimecollisiondetection.net/books/rtcd/toc/

And don't forget drill manuals like French Infantry Rules of 1791...

Good luck anyway. ;)
Last edited by Guest on Sat May 30, 2015 5:21 pm, edited 1 time in total.
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