ndrose
Posts: 612
Joined: 10/13/2006 Status: offline
|
quote:
ORIGINAL: RJCowan I wonder whether we are misunderstanding the bug here. From bresh's 30 battle test, I would have expected each side to have had five casualties, on the average, not one. So it seems like the game might be correctly rolling for each side, looking for a six...when it gets a six, it chooses a general randomly...and then it ignores the result of the second die roll (or never makes one) unless that general is the commanding officer. That last part of the process (taking a non-commander off the map when injured) is where I'd look for a code problem. One casualty per side tracks the correct rate, per original rules: [ 12.7 ] LEADER CASUALTIES: After the completion of a field or limited field combat, a trivial combat, or a naval combat ,each side with a leader or leaders present checks to see if any became casualties in the combat by rolling two dice. Rolling a " 12 " indicates a leader casualty. If a casualty is indicated, randomly choose a leader counter from among those present (if more than one is present) and roll one die for the chosen leader. If a "6" is rolled, the leader casualty is "killed" and taken permanently from the game. On any other roll, the leader casualty is "wounded" and taken from the map for a number of complete months equal to the die roll number. Rolling a "12" means two 6's: a 1/36 chance. The bit of the 1.06 in-game manual quoted in an earlier message says 1/6, but that must have been an error; the 1.07 manual says 1/36, which is correct. So that part's OK. I haven't done any specific testing on this problem, but I'm pretty sure I've never seen a casualty that wasn't the senior leader, so it seems clear something's amiss with that.
|