golani_2
Rep: 5.6
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Posted: Fri Jan 15, 2010 4:42 pm Post subject: Battlegroup withdrawl |
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I think I already asked this one but I can't seem to find it...
How can I make battlegroups (possibly) withdraw as a result of a combat (similar to WaR)?
Thanks
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Tejszd
Rep: 133.6 votes: 19
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Posted: Sat Jan 16, 2010 2:47 am Post subject: Re: Battlegroup withdrawl |
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Under \Close Combat The Longest Day\DATA\BASE\ edit Campaign.txt as shown below;
Current:
# BGs retreat on rout (0 = disband on rout, 1 = retreat on rout)
0
Change To:
# BGs retreat on rout (0 = disband on rout, 1 = retreat on rout)
1
Note: they will only retreat if they old an exit to a friendly unoccupied map
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golani_2
Rep: 5.6
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Posted: Sun Jan 17, 2010 12:46 pm Post subject: Re: Battlegroup withdrawl |
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Chnaged it and still doesn't work, do I need to start a new campigan for it?
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Tejszd
Rep: 133.6 votes: 19
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Posted: Sun Jan 17, 2010 8:19 pm Post subject: Re: Battlegroup withdrawl |
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Yes, the campaign settings I believe are written into the saved game....
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Kojusoki
Rep: 22.7
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Posted: Thu Feb 11, 2010 12:17 am Post subject: Re: Battlegroup withdrawl |
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I think retreat doesnt work at all. Anyone, ever, had his BG retreated to firndly map? Me and my opponent never had such a situation, while at WaR pretty often. AFAIK all condictions are met. Campaign is changed at the very begining.. So do we have a bug or we do something wrong?
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mooxe
Rep: 221.7 votes: 25
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Posted: Thu Feb 11, 2010 12:22 am Post subject: Re: Battlegroup withdrawl |
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Define rout. Its either when morale condition is set to off, and the opponent destroys every single one of your troops. Or if your morale conditions are set to on, you may get pushed off the map due to morale failure.
Are you meeting either of those conditions?
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Kojusoki
Rep: 22.7
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Posted: Thu Feb 11, 2010 12:31 am Post subject: Re: Battlegroup withdrawl |
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We are playing with morale ON.
But lets make it another way: what do we need, to have a BG retreated to a friendly, free map. Morale On or Off?
I have checked it already. Morale OFF, oppponent killed my only units, we had a free map on our back but game says BG was not able to retreat and was forced to disband.
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Last edited by Kojusoki on Thu Feb 11, 2010 12:35 am; edited 1 time in total |
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mooxe
Rep: 221.7 votes: 25
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Posted: Thu Feb 11, 2010 12:35 am Post subject: Re: Battlegroup withdrawl |
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The quickest way to find out of this feature is working is to.... Start a new GC with morale off. Let one side obliterate another on a map that has a friendly map behind it... and see what happens. If it works, try the same thing with morale on. Ensure the side getting obliterated only has one or two vls the whole game. Do not capture the VLs, just kill all enemy troops untill morale kicks in.
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Kojusoki
Rep: 22.7
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Posted: Thu Feb 11, 2010 12:36 am Post subject: Re: Battlegroup withdrawl |
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well i was checking it many times before posting here - and i checked it already again - not working...
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mooxe
Rep: 221.7 votes: 25
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Posted: Thu Feb 11, 2010 12:39 am Post subject: Re: Battlegroup withdrawl |
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Interesting. If S3T confirms your findings, looks like we will have another feature that was implemented without testing.
One last question. Are you testing this with the stock grand campaign?
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Kojusoki
Rep: 22.7
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Posted: Thu Feb 11, 2010 12:47 am Post subject: Re: Battlegroup withdrawl |
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Well i cant imagine nobody before founded it out... new patches... No, im testing it on my new mod, but AFAIR i was testing it on stock TLD also. In WaR, with my mods and plain version it works. Here in TLD - not. As I said - maybe i make a stupid mistake - i cannot imagine all those people dont realzie that such a nice feature doesnt work:)
Actually Golani_2 has founded this
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schrecken
Rep: 195 votes: 15
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Posted: Thu Feb 11, 2010 2:18 am Post subject: Re: Battlegroup withdrawl |
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Tested on WaR and tLD
works on WaR
doesn't work for tLD
But the game designer disabled it anyway... so I guess it's not a feature of tLD
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schrecken
Rep: 195 votes: 15
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Posted: Thu Feb 11, 2010 3:01 am Post subject: Re: Battlegroup withdrawl |
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I take that back....
A bit more testing and got this... but it was the last battle of the op so can't be 100% sure
"The allied forces retreated in disaray"
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Tejszd
Rep: 133.6 votes: 19
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Posted: Thu Feb 11, 2010 4:28 am Post subject: Re: Battlegroup withdrawl |
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In the TLD campaign.txt file the feature is disabled as shown by the text below;
# BGs retreat on rout (0 = disband on rout, 1 = retreat on rout)
0
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schrecken
Rep: 195 votes: 15
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Posted: Thu Feb 11, 2010 4:35 am Post subject: Re: Battlegroup withdrawl |
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I have enabled it to test.
The poster above says he has enabled it.
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Tejszd
Rep: 133.6 votes: 19
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Posted: Thu Feb 11, 2010 5:06 am Post subject: Re: Battlegroup withdrawl |
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Oops...
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Kojusoki
Rep: 22.7
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Posted: Thu Feb 11, 2010 9:16 am Post subject: Re: Battlegroup withdrawl |
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exacly i have it enabled.
Or maybe it must meet a very sophisticated conditions, but as Schrecken says in WaR its fairly common. In TLD I havent seen it before
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roonburg
Rep: 1.9
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Posted: Sun Feb 14, 2010 7:15 am Post subject: Re: Battlegroup withdrawl |
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I found this thread and was interested so I set up a test with a strip of 5 maps with only one BG from each side on the map with these meeting in the central map. I ajusted the forcepools so I only had one unit and charged it forward. When killed my unit retreated and was on the map behind in the nest turn. I then set up the opposition to only have one unit then attacked and they too retreated and the BG was on the map behind the next turn.
So it appears that the retreat function works fine at least when a BG is destroyed on a map. I'd test morale failure with units left too but I don't have the time.
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schrecken
Rep: 195 votes: 15
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Posted: Sun Feb 14, 2010 10:00 am Post subject: Re: Battlegroup withdrawl |
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hmmm..
roonburg, do you have the patch installed?
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Kojusoki
Rep: 22.7
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Posted: Sun Feb 14, 2010 2:40 pm Post subject: Re: Battlegroup withdrawl |
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roonburg wrote (View Post):
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I found this thread and was interested so I set up a test with a strip of 5 maps with only one BG from each side on the map with these meeting in the central map. I ajusted the forcepools so I only had one unit and charged it forward. When killed my unit retreated and was on the map behind in the nest turn. I then set up the opposition to only have one unit then attacked and they too retreated and the BG was on the map behind the next turn.
So it appears that the retreat function works fine at least when a BG is destroyed on a map. I'd test morale failure with units left too but I don't have the time.
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can you write down the settings you had? Maybe we need to play WITHOUT morale so once the BG is compoletly destroyed it retreats
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