patrat
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my army retreating before combat

Sat Feb 07, 2009 10:41 pm

sorry if this has been covered before.

im playing allies in the 1918 scenerio. in the 1st military phase germany attacked my armys in ypres and compienge. in both cases my armys retreated before even one round of combat.

both of my armys were way to large to be overun. and im not using the AI to resolve battles for me.

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calvinus
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Sat Feb 07, 2009 11:46 pm

patrat wrote:sorry if this has been covered before.

im playing allies in the 1918 scenerio. in the 1st military phase germany attacked my armys in ypres and compienge. in both cases my armys retreated before even one round of combat.

both of my armys were way to large to be overun. and im not using the AI to resolve battles for me.


Another player reported a similar issue. I will have a look at it as soon as possible.

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calvinus
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Sun Feb 08, 2009 8:04 pm

I found this game rule (GameRules.xls DB):

OV1 Overrun in Fortress area: forces ratio (measured in number of corps, excluding reserves) required to have an overrun, overran forces go inside fortress: 3:1

This would explain the case of Compienge (a fortress is there), but not Ypres.

Anyway, I just disabled the OV1 rule, because it was generating more confusion than benefits... ;)

patrat
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Sun Feb 08, 2009 8:53 pm

just thought i'd mention that according to the computer version of the manual, a overrun is blocked if defender has 2 or more corps (not counting reserves). also no overruns allowed if the region contains a fortress. in both ypres and the comp case i had 4 corps in the line.

Strat_84
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Sun Feb 08, 2009 11:02 pm

I've seen this problem happening several times today also :

- once in Nancy defended by the French 1rst Army (the biggest one, even if I don't know how many german corps were attacking it would be quite weird to be an overrun)

- another time in Metz. The fortress had been captured by France and destroyed, and the region hold by 4 corps including reserves. Then the german attacked the region and the French army just retreated without fighting.

Calvinus -> there's something wrong anyway about the 3:1 rule in fortresses: when I got an "overrun" in Liege the armies there never went inside the fortress, they simply retreated in another region. The only troop remaining there was the garrison. ;)

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calvinus
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Mon Feb 09, 2009 8:29 am

Yes indeed. The OV1 rule was warking absolutely bad. I deactivated it once for all! :king:

Frank
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Mon Feb 09, 2009 11:24 am

Calvinus, i notice the same. Attacker retreat before a battle. Here is a savegame of my current game. Hit end turn and you should see i few battles where the attacker immediatly retreat. In this game the ai haven´t produce ammunition. I had to edit the savegame to give the ai a few ammunition because else it had zero of them. ( I have only see the first interphase, will report later if it happens in the next interphase too)

A few other points are:

- You can´t assign Letow-Vorbeck to colonial forces because there are no armies in the colonies.

- The ai don´t attack in Africa. Tsingtau and Bismarck Inseln are not invaded. I remember you mentioned an automatic event for Tsingtau? I had edit the savegame for test purposes and place all entente colonial troops in the german colonies but next turn the ai move them all out again.

- The ai choose 2 time the Greek Coup political option. ( one for Britain and France)

- The british ai has the behavior to move his Army from Port Said into the Sinai instead of defending egypt. ( i edit the savegame to move ithe army back) Now the ai has beat me two times and i am forced to move back into Palestine. :D

- I can´t move my troops from Masuren to Mlawa

And last but not least i have to say thanks not only for a great game but also that you allowed us to edit the save game. Every ai makes mistakes ( and we human players too :wacko :) but with this game we can easily correct it. And it is also nice that you update the modding folder with every patch. :coeurs:

So keep up the good work. :thumbsup:

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calvinus
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Mon Feb 09, 2009 11:42 am

Perfect Frank, I will debug the MUN stuff with your savegame, because my saves showed no issue on that matter. :blink:

Frank wrote:Calvinus, i notice the same. Attacker retreat before a battle. Here is a savegame of my current game. Hit end turn and you should see i few battles where the attacker immediatly retreat. In this game the ai haven´t produce ammunition. I had to edit the savegame to give the ai a few ammunition because else it had zero of them. ( I have only see the first interphase, will report later if it happens in the next interphase too)


Ok I will use your save! :thumbsup:

Frank wrote:- You can´t assign Letow-Vorbeck to colonial forces because there are no armies in the colonies.


Indeed this is an 'open' point since version 1.0 and, to be honest, I have no idea how to handle this stuff... the PC game has some constraints that make the boardgame special rule impossible to be rendered! :wacko:

Frank wrote:- The ai don´t attack in Africa. Tsingtau and Bismarck Inseln are not invaded. I remember you mentioned an automatic event for Tsingtau? I had edit the savegame for test purposes and place all entente colonial troops in the german colonies but next turn the ai move them all out again.


Maybe it's a particular condition is happening on your game. I saw attacks in Africa quite often... :blink:

Frank wrote:- The ai choose 2 time the Greek Coup political option. ( one for Britain and France)


I noticed it too. I should add some kind of "coordination". :wacko:

Frank wrote:- The british ai has the behavior to move his Army from Port Said into the Sinai instead of defending egypt. ( i edit the savegame to move ithe army back) Now the ai has beat me two times and i am forced to move back into Palestine. :D


I noticed this too. It seems they want to attack Aqaba, then they change idea and go back to the Sinai pipeline for defending, then they change idea again... too low forces and too many strategic goals! :D

Frank wrote:- I can´t move my troops from Masuren to Mlawa


Probably a map error... :(

Frank
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Mon Feb 09, 2009 11:50 am

calvinus wrote:

Maybe it's a particular condition is happening on your game. I saw attacks in Africa quite often... :blink:


In my last 4 games (all wego) the ai never attack in Africa. Only twice i saw the ai attacking, and this was peculiar in strictly turn by turn mode. (The only two times i played in this mode until now)

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calvinus
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Mon Feb 09, 2009 12:27 pm

Frank, I tried once and the AI did not plan any MUN construction because you have set manually a good MUN level. Now I'm going to edit your save putting low values (2 MUNs for France, 4 for GB and 1 for Russia). Let's see what happens... :)

Frank
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Mon Feb 09, 2009 12:43 pm

calvinus wrote:

Indeed this is an 'open' point since version 1.0 and, to be honest, I have no idea how to handle this stuff... the PC game has some constraints that make the boardgame special rule impossible to be rendered! :wacko :(


Maybe you could create an Army in Deutsch Ost Afrika? Or you could remove Letow Vorbeck for ever and give however the Ost Afrika corps an combat bonus?

Another small thing i notice in wego mode is that the ai tries to activate his armies sometimes.

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calvinus
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Mon Feb 09, 2009 4:00 pm

The idea of an army in Ost Africa has been abandoned a lot of time ago, because extremely unbalancing.

MUN production:
1) I examined your savegame and I discovered that AI really schedules the production of MUN points, so...
2) I edited the current stocks of MUNs for France (set 2 pts), GB (set 4 pts) and Russia (set 1 pt);
3) I launched the game and verified that the AI really schedules the production (debug);
4) I ran one turn and saved, then "simulated" a jump to the next interphase by editing the so done savegame, quitted the game;
5) I reloaded this savegame, ended the turn and... puff... the AI scheduled MUN production worked (beginning of military phase of june 1916).

So what's wrong??? :confused:

The only point is that the AI produces not so many MUN points. :wacko:

Frank
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Mon Feb 09, 2009 6:43 pm

What i notice is when i select the ammunition production window for Germany and then go to Austria and click on the ammunition window again the slider is on the right side but the value is zero. When i move the slider it shows the correct value. Maybe the ai wants to produce max ammunition and don´t move the slider because it is already on the right side? :bonk:

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calvinus
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Mon Feb 09, 2009 6:47 pm

The AI does not use that slider (only graphical feature). Look at the savegame: budget section of your enemies (France, Russia, GB). The ammo spendings are indeed set, so the AI is really scheduling the production of ammos. This production begins at the end of each Interphase.

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calvinus
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Mon Feb 09, 2009 7:43 pm

Frank wrote:Calvinus, i notice the same. Attacker retreat before a battle. Here is a savegame of my current game. Hit end turn and you should see i few battles where the attacker immediatly retreat. In this game the ai haven´t produce ammunition. I had to edit the savegame to give the ai a few ammunition because else it had zero of them. ( I have only see the first interphase, will report later if it happens in the next interphase too)


I tested your savegame with the latest changes (OV1 rule disabled), and now I have only three void battles (Allenburg, Mons and Val de Moselle), where the attacker was formed by decoy stacks. Did you more void battles?

Frank
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Mon Feb 09, 2009 8:02 pm

As far as i can remember i had 4 or 5 battles in a row where the attacker immediatly retreat. Allenburg, Mons and Val de Moselle are three of them. But i am not 100% sure. Also i totally forget that the ai has decoy stacks. :bonk:

At my Africa problem. Maybe the ai don´t attack in my games because i completly disable fow for the ai and push the difficult slider to the far right? The german troops in Togo, Kamerun and Südwest are too strong for my taste anyway so with no fow the ai possibly thinks he is not strong enough to attack them? Will investigate this in the next military phase when i activate fow for the ai. :sherlock:

tagwyn
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Mon Feb 09, 2009 10:16 pm

Disabled? So the current patch is no longer a good one? :cuit:

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