Autore Topic: Reinforcements Lindenau 1813  (Letto 7035 volte)

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Reinforcements Lindenau 1813
« il: 17 Febbraio 2010, 05:51:12 am »

Tonight I played game for about 2 hours, and indeed the 'bug' that others have observed is
partially correct 4H and 15 min into game time (10-60) Lichtenstein does appear...rather late as I
had him coming in 1 hr into the battle.....at 6H into game time no sign of anyone else...

At this point, I'm without an explanation except that it is the game  that might be delaying
arrival even further...is this a 'bug' I can't say for sure. I should leave last word to the beta testers
to explain.  They do come in at 1HR into the game and I have the replay that shows this.
Meanwhile feel free to put everybody on the map at the same time and have a go! :p :p

May I have a moderator to look into this? :)   
Thanks!!!!
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Offline nix

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Re : Reinforcements Lindenau 1813
« Risposta #1 il: 17 Febbraio 2010, 12:48:26 pm »
I think the reinforcements are , by design, subject to a random additional delay imposed after the time at which they are sheduled to enter (see manual p28 v2 -" The longer the time (from start of battle) the greater the difference between the time of their actual arrival and the time-frame which you have specified").

If yopu want reinforcements  to arrive at a particular time and along a particular direction, for a historical scenario you can do it by positioning the Corps on the edge of the map and issuing time delayed orders to it, then it will definitely turn up at the time specified.

I had a different problem with using reinforcements arrival , in that if a larger reinforcement force is sheduled to come onto the field than the one already there, the program detects this new part of your force as being 'out of field' and interprets them as runaways so ends the battle - you loose! (i have reported this on the bug thread)
« Ultima modifica: 17 Febbraio 2010, 13:05:14 pm da nix »

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Re : Reinforcements Lindenau 1813
« Risposta #2 il: 18 Febbraio 2010, 01:56:23 am »
Thanks Nix  :!: :!: :p

as always a very logical and straightforward answer: it goes into the red notes I write in the copy
of my manual...

At the cost of testing your patience :p... at HEC50 the OOB Editor has limited me from creating
to many cavalry units: not an invention of mine but following a Nazfiger OOB of the Battle of Lindenau
(even though Gyulai  detached some 5000 troops to guard his flanks I thought to incorporate in the
scenario all the same)...is there a % percentage level/a maximum level of  cavalry rgmts that can
be created?

THANKS AGAIN FOR YOUR TIME  :smile: :smile:
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Offline nix

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Re : Reinforcements Lindenau 1813
« Risposta #3 il: 18 Febbraio 2010, 14:33:26 pm »
I think there is, i had a similar problem with Wertingen scenario in which the french had lots of cav and elite grenadiers. I specified CEH for the austrians as 50 and the groupings were automatically called divisions. For the french I specified  a higher CeH (say 150) and choose the elite units I wanted (even though they didnt fully add up to the Ceh I initially specified) The french corps groups were then renamed  as divisions in the OoB editor.

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Re : Reinforcements Lindenau 1813
« Risposta #4 il: 19 Febbraio 2010, 22:36:18 pm »
Thanks Nix  :!: :!:

It appears now even with the re-write something other than the usual attack to the French Left is happening
ajlewisbrookes  reports  AI (Austria) just milling around...I wonder if it has to do with scouting reports
of more French troops on the opposite shore?!  and so they are deliberately going on DEFENSE !

Not sure if you have time to check on this: ajlewisbrookes  reports after 3 hrs! AI(Austria) has not moved.


Best Regards, and thanks for the support Nix  :p :!: :!:
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Offline nix

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Re : Reinforcements Lindenau 1813
« Risposta #5 il: 20 Febbraio 2010, 11:09:15 am »
I havent had time to play the most recent one  through yet but I wonder if the 'Play both sides'  option disables the Grand tactical AI and leaves it to the regimental AI to lookafter all the units when any local trouble occurs?  In the Wertingen scenario the initial orders I issued to the french side before handing their control over to the AI and starting the game, would bring each French corps into action with the Austrians (played by me) if they stay at Wertingen and then the  regimental AI would take over, so this inactivity of the AI wasnt noticable. I m not sure if it is possible to set up the scenario with 'play both sides' so you can position all the troops as you want but then switch to player vs AI once the game is started ( I avoided player vs AI because of the hang that i got with my map, Im still not sure what feature of the map the AI doesnt like, but notice that some other folk are getting this problem with some of their user designed maps, but some are not, so it may be some specific combination of terrain features and this may not affect your map, so you might give that a try/)
« Ultima modifica: 20 Febbraio 2010, 11:11:15 am da nix »

Offline orendel

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Re : Re : Reinforcements Lindenau 1813
« Risposta #6 il: 20 Febbraio 2010, 12:20:19 pm »
At the cost of testing your patience :p... at HEC50 the OOB Editor has limited me from creating
to many cavalry units: not an invention of mine but following a Nazfiger OOB of the Battle of Lindenau
(even though Gyulai  detached some 5000 troops to guard his flanks I thought to incorporate in the
scenario all the same)...is there a % percentage level/a maximum level of  cavalry rgmts that can
be created?

I just posted a solution to this problem here:
http://www.histwar.org/forum/index.php/topic,4203.0.html
Orendels OoB depot - Historical OoBs for all Napoleonic battles:
http://www.histwar.org/forum/index.php/topic,4062.msg53425.html#msg53425

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Re : Re : Reinforcements Lindenau 1813
« Risposta #7 il: 20 Febbraio 2010, 15:28:46 pm »
I'm not sure if it is possible to set up the scenario with 'play both sides' so you can position all the troops as you want but then switch to player vs AI once the game is started

It's possible to change the setting since that's what I've done but whether it's actually having any effect is another matter.


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Re : Reinforcements Lindenau 1813
« Risposta #8 il: 20 Febbraio 2010, 19:19:02 pm »
Thanks Orendel and Nix for pointing out a good solution to 2 little problems :) :) :) :)
« Ultima modifica: 21 Febbraio 2010, 17:47:37 pm da JMM »
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Offline gazfun

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Re : Reinforcements Lindenau 1813
« Risposta #9 il: 21 Febbraio 2010, 01:52:44 am »
Tonight I played game for about 2 hours, and indeed the 'bug' that others have observed is
partially correct 4H and 15 min into game time (10-60) Lichtenstein does appear...rather late as I
had him coming in 1 hr into the battle.....at 6H into game time no sign of anyone else...

At this point, I'm without an explanation except that it is the game  that might be delaying
arrival even further...is this a 'bug' I can't say for sure. I should leave last word to the beta testers
to explain.  They do come in at 1HR into the game and I have the replay that shows this.
Meanwhile feel free to put everybody on the map at the same time and have a go! :p :p
May I have a moderator to look into this? :)   
Thanks!!!!
Yes there is a random factor of appearance that I remember JMM indicated although I havent seen this myself.  This is to prevent a battle built on hinsight, which in my opinion not always a good thing
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Re : Re : Reinforcements Lindenau 1813
« Risposta #10 il: 21 Febbraio 2010, 17:20:23 pm »
Yes there is a random factor of appearance that I remember JMM indicated although I havent seen this myself.  This is to prevent a battle built on hinsight, which in my opinion not always a good thing

Thank You for reply.
I'm a little at a loss about what you mean by hinsight.
I just moved the sliders on the reinforcement controls to see what would develop on either side:
controlling the timing of the arrivals to reflect the narrative of the events; not necessarily to duplicated it
by staying close to the actual events.

The elimination of 'reinforcements' ; to opt for 'delayed march' as Nix suggested on my second re-write
caused the AI that plans the overall strategy for the Allied side to go into a very passive look and see approach,
I was trying to achieve the opposite...my lack of proper knowledge of the mechanics of the game at the moment
prevents me from writing in certain events which are in my view essential to the 'narrative' say when designing
a 'historical' battle.
I wrote 2 scenarios so far: both were written with 'play both sides' while I was setting the original positions
(from the historical narrative) When I opt to 'save the OOB' and then switch to Grognard level to play either
side the AI defers to its own tactical plan, whatever that is  I see it as it  unfolds.
So far I see a lack of response, even when I choose to switch back to play both sides and give determined orders
the AI seems to ponder a lot: even when the C in C is within a km of the friendly order targeted unit.

Each general has a list of orders in the order panel except for ATTACK or WITHDRAW (something like it)
is this up to the Regimental AI only?

Why doesn't the Strategic AI consider:

in the overall attack plans double envelopment in the case with Lindenau after the frontal assault is exhausted ?
or any other considerations ....perhaps this has not been written in yet?

I'm having FUN playing this GREAT game all the same.
Thanks for your time gazfun, I hope you won't mind if I call up on you on occasion in the guise of the 'moderator'

CHEERS :smile: :smile:

`` Non ridere, non lugere, neque detestari, sed inteligere``
Spinoza