Retreat pathing (Full Version)

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Joneleth -> Retreat pathing (3/29/2020 5:26:34 AM)

Retreat pathing has chance alot since i last mapped the rules. Can anyone tell me the exact rules for which hex a unit chooses to retreat to now? Or isnt it public?




joelmar -> RE: Retreat pathing (3/29/2020 1:19:53 PM)

you mean in 1.12.xx?

You have that in the change logs:

http://www.matrixgames.com/forums/fb.asp?m=4691638

those are the original new features of patch 1.12. But it is now at version 1.12.04 and many things are still worked on in the retreat path category, so you must go through the change logs of the 4 version to get a complete picture of the current situation.




redrum68 -> RE: Retreat pathing (4/6/2020 2:10:38 AM)

If I understood the change logs then I think this in 1.12.02 is now the priorities: https://www.matrixgames.com/forums/tm.asp?m=4701116.

Appendix A - retreat priorities
● number of enemy controlled hexes to supply source may not be worse than in current hex
● number of MP to supply source may not be worse than in current hex
● number of land + rail hexes to supply source may not be worse than in current hex
● less than 3 units in hex (f)
● lowest number of combat units in hex (f, c)
● highest number of non-combat units in hex (f, c)
● lowest number of non-combat units in hex (f, h)
● highest number of combat units in hex (f, h)
● lowest number of units in hex (f)
● lowest retreat cost in MP
● preferred direction of retreat
● random pick (20% chance)

Though there is a few mentions in 1.12.04 as well but they are pretty vague: https://www.matrixgames.com/forums/tm.asp?m=4782241
4. During retreat and displacement moves non-Finnish Axis units will ignore Finnish and Italian supply sources, and Finnish Axis units will ignore non-Finnish supply sources.
7. Adjusted retreat and displacement move hex scoring and sorting order. This should result in better selection of hexes to retreat or displace to.
14. Fort at level 4 or better will not prevent defender's retreat if there will be no town, city or urban terrain in hex.

It would be good to get a bit more detail on those and how the scoring works with those priorities.




morvael -> RE: Retreat pathing (4/6/2020 3:01:47 PM)

There are no longer priorities, hexes are scored in multiple categories with different weights (scores are first normalized to 0 worst - 1 best range), and best one is selected. I may add details about this to next change log.




tyronec -> RE: Retreat pathing (4/6/2020 4:07:05 PM)

Maybe enemy ZOC should be added to the list.




morvael -> RE: Retreat pathing (4/6/2020 4:29:58 PM)

ZOC was there, but now I have added distance to front, and they are properly retreating to the rear. But I want to make sure there are no situations like the above one. It seems to have nothing to do with scoring, when it can't find single he'd to which to retreat.




morvael -> RE: Retreat pathing (4/7/2020 7:31:31 PM)

Fixed. Enemy ZOC was blocking retreat and displacement move paths. Also adjusted scoring, so that units no longer prefer to retreat max distance. And airbases dislike terrain in which their air groups cannot operate. Airbase from example retreated to hex west of Novgorod.

[image]local://upfiles/22250/AE23794CEB4A42169F632439909C70DD.jpg[/image]




eskuche -> RE: Retreat pathing (4/7/2020 8:24:38 PM)

Wrong thread I think...that belongs to me :)




morvael -> RE: Retreat pathing (4/8/2020 7:06:59 AM)

Perhaps, I was in a hurry.




BrianG -> RE: Retreat pathing (4/20/2020 12:19:03 AM)

Just an update.

I am still seeing many german blizzard retreats that move to the adjacent enemy front line hex.

I know that is still issue for the next fix.




BrianG -> RE: Retreat pathing (4/29/2020 11:53:09 PM)

when is this getting fixed.

I have seen it all. now a retreat to next door hex instead of free hex just behind unit.

This causes issue when attacking as a unit you just defeated might move to the adjacent front line hex (the one you were going to attack next)

I guess one could say this adds variation but defenders should have some knowledge of retreat path possibilities when the units are set up.






BrianG -> RE: Retreat pathing (4/29/2020 11:54:08 PM)

deleted




Chris21wen -> RE: Retreat pathing (4/30/2020 6:06:35 AM)


quote:

ORIGINAL: BrianG

when is this getting fixed.

I have seen it all. now a retreat to next door hex instead of free hex just behind unit.

This causes issue when attacking as a unit you just defeated might move to the adjacent front line hex (the one you were going to attack next)

I guess one could say this adds variation but defenders should have some knowledge of retreat path possibilities when the units are set up.





You are talking retreat here and not rout. If retreat what's wrong with one hex, rout is a different matter and should be as far as possible.




tyronec -> RE: Retreat pathing (4/30/2020 9:01:21 AM)

quote:

I guess one could say this adds variation but defenders should have some knowledge of retreat path possibilities when the units are set up.

Yes it makes things quite different.
Am finding that sometimes it works to my advantage when they retreat across the front line, so during blizzard can often get two attacks on the one weak unit so helping with Axis Morale. On the other hand it can get right in the way when you are trying to launch a main offensive.




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