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Bug ability pontoneer.
Posted: Tue Apr 15, 2008 12:59 pm
by ANTONYO
The Pontoneer ability, would have Provides to 50% speed bonus to the whole stack when crossing rivers, but in fact, provide a 50% bonus when it crosses any type of land, not only rivers.
Posted: Tue Apr 15, 2008 1:29 pm
by Pocus
It cuts by half the day cost for major river, minor river, major ferry, minor ferry. What do you mean by 'any type' of land, that it speeds a stack by 50%, always?
Posted: Tue Apr 15, 2008 2:13 pm
by ANTONYO
Pocus wrote:It cuts by half the day cost for major river, minor river, major ferry, minor ferry. What do you mean by 'any type' of land, that it speeds a stack by 50%, always?
Yes, always.
UID = 15
Name = $abi_nam_Pontoneer
Alias = Pontoneer
Kind = $abiMoveBonus
Text = $abi_txt_Pontoneer
ImageID = BR-indic_cross.png
Color = $colAbi_Green
Appliance = Group
Family = 0
Level = 1
Param0 = 50
ListParams0 = $MinorRiver|$MajorRiver|$MinorFerry|$MajorFerry
File ACW\GameData\abilities\15Pontoneer.abi, seems that this good, but if your you move to marine in clear land, only takes 2 days in crossing it.
Posted: Tue Apr 15, 2008 4:11 pm
by Pocus
Ok, I'll check that, thanks.
Posted: Wed Apr 16, 2008 10:46 am
by ANTONYO
I believe that the problem happens only in clear terrain.
Posted: Sun May 18, 2008 10:46 pm
by ANTONYO
With the new patch 1.10a, the problem continues.
The Pontoneer ability, would have Provides to 50% speed bonus to the whole stack when crossing rivers, but in fact, provide a 50% bonus when it crosses clear terrain.
Stacks that has the pontoneer ability, moves almost so fast by clear land as by railroad. This affects much to the balance of the game.
Posted: Fri Jun 13, 2008 2:25 am
by mikee64
Has this been confirmed? fixed? tested? Are tests needed with saves for Pocus? Seems a pretty big issue if true that has not gotten much attention.
Posted: Fri Jun 13, 2008 3:36 am
by Gray_Lensman
deleted
Posted: Fri Jun 13, 2008 10:24 pm
by mikee64
I think I have confirmed this one. 2nd Reserve Bde moving alone from Richmond (woods) to Buckingham (clear), no river crossing. 4 days:
Attach a marine, travel time is 2 days:
This was just one simple test I used with units I already had in place. If more tests are needed let me know and I will do so.
BTW look carefully and you will see Athena had Richmond blockaded!

Posted: Fri Jun 13, 2008 10:48 pm
by Gray_Lensman
deleted
Posted: Sat Jun 14, 2008 1:40 am
by Banks6060
good find Mike...
Posted: Sat Jun 14, 2008 3:48 pm
by mikee64
Banks6060 wrote:good find Mike...
Antonyo originally spotted this one...
Posted: Sun Jun 15, 2008 3:38 pm
by mikee64
I have confirmed that, just as Antonyo said above, this movement bug only happens when moving into clear terrain. I tested woods, forest, swamp, marsh and hills, and in none of these cases did the pontooneer speed up the other units as they do in clear.
Posted: Mon Jun 16, 2008 1:41 pm
by Pocus
I checked Mike save. The problem has nothing to do with the ability, but more with the movement type of units involved.
Marines are labeled as heavy infantry in movement type. Others are with the 'line infantry' movement.
For movement, this will be the unit with heavy inf. which will be used. There is a movement hierarchy in the game engine to identify quickly what will be the unit used for movement cost purpose. The game engine don't compute for each unit in a stack the movement cost, taking the highest one, that would be far too slow.
So the marine unit is used, with heavy inf. movement, and the speed and cohesion of the marine. It seems that in this special case, the marine will be in the end faster than line inf in clear. I would suggest switching the marine unit to line infantry movement type and giving him a 105% or 110% move rate, to be more coherent. In such case, the program would take all units with line infantry movement type, and then will pick the slowest unit among them, so the marine (having a MR of 105%) will be excluded and another infantry will be taken. This should work.
Posted: Mon Jun 16, 2008 1:50 pm
by arsan
Pocus wrote: The game engine don't compute for each unit in a stack the movement cost, taking the highest one, that would be far too slow.
Wasn't this the way of computing movemnet speed included in the 1.10 patch?

Posted: Mon Jun 16, 2008 2:00 pm
by Gray_Lensman
deleted
Posted: Mon Jun 16, 2008 5:01 pm
by Pocus
you can just provide new mdl files for marines for people really eager to get this (minor) issue fixed asap. It does not need a code change.
Posted: Mon Jun 16, 2008 6:59 pm
by Franciscus
I may be defined as a pain in the ***, but you may call me also a "really eager people"

. So, when can we expect this small correction ??

Posted: Tue Jun 17, 2008 12:33 am
by Gray_Lensman
deleted
Posted: Tue Jun 17, 2008 12:29 pm
by SojaRouge
I have noticed yesterday that moving a stack (3 20lb arts and one siege cannon) from Philadelphia to the square south west of Washington was taking 16 days (by rail).
Splitting them into a stack with the 3 20lb arts was taking 13 days, and sending the siege cannon alone and separatly was taking 14 days.
Any ideas why ? (I'm not sure I understood all explanations Pocus gave about the algorithm used to compute the moves costs).
Posted: Tue Jun 17, 2008 1:25 pm
by Pocus
Here SojaRouge the delay is because of added command penalty.
Posted: Tue Jun 17, 2008 1:27 pm
by Gray_Lensman
deleted
Posted: Tue Jun 17, 2008 2:11 pm
by Gray_Lensman
deleted
Posted: Tue Jun 17, 2008 5:23 pm
by Pocus
Ok, I'll check that.
zut.

Posted: Tue Jun 17, 2008 6:19 pm
by Franciscus
It is not the first time, but I feel that I should thank Gray for his hard work in constantly trying to improve this game.
A big thank you from old "pain in the ***" Franciscus

Posted: Wed Jun 18, 2008 3:25 am
by Gray_Lensman
deleted
Posted: Wed Jun 18, 2008 7:25 am
by GShock
Gray is right, nothing could be achieved if we didn't have such a legion of spotters....
Truth be said, we'd need a legion of Grays too...unfortunately, talent is rare
