Bonus AP does mean free 45 degree turn (for units outside of combat and within the 4 tile command radius of a general in their line of command who is also outside of combat). Is there a better phrase for that? "Free Turn" perhaps?stockwellpete wrote: ↑Sat Jun 13, 2020 5:33 pmstockwellpete wrote: ↑Sat Jun 13, 2020 3:53 pm I actually think the rules as originally published in 10.3 are better (and much simpler) for our purposes. Command benefits should exist in all parts of the command area whether the general is in combat or not. The command structure of a contingent is not just the general, although for game purposes it is abstracted to that figure. A section of a line would not be more likely to anarchy just because another part of the same line (where the general was situated) had started to fight.If I just done a play test and I can see this "Bonus AP" everywhere. What does it actually mean? The free 45 degree turn?so you would have something like:
Bonus AP: if within 4 tiles of general if that general is NOT in combat
Anarchy/Refuse considerations: if within 4 tiles of general, whether in combat or not
+1 to CT: if within 1 tile of general if that general IS in combat
cohesion check for general death radius: ?
Yes, it is just dead simple. And all you need on the UI is "In Command" and "Out of Command". You won't need "Can Rally" and "No Rally" as well because they are a key part of being either in or out of command, so players will learn that aspect very quickly. You won't need "No Control" for fall backs, a unit will either be in or out of command at the start of a turn. You will need "Pursuing" and "Routed" as per vanilla. Personally, I think the 4 square command radius should still operate in these last two states and should only stop if the commander of that contingent is killed or routs over the baseline.or simply get bonus ap, +1 to ct, and avoid anarchy/refuse penalty if within 4 squares of your general regardless of whether they are in combat?
I would say that Command and Control is a very big part of this mod, maybe 40% of it, so I think our labelling on the UI has to be crystal clear. Things like having +1 CT , Bonus AP etc showing look odd to me and clutter things up unnecessarily. I also think the Refuse Orders Test takes up too much space on the UI. It spreads across 3 lines when really it could do with being on 1 line, just the % chance to refuse orders. Everything else should really show in the Combat Log, if possible, like the Anarchy Tests. They are discreet and they look very good in the mod and we should use them as our template.
I also noticed that the command radius tool facility normally shows the 4 square radius when you click on a leader unit, but if they are in combat it switches to the area for the +1 CT modifier. I don't think it should do that. It should stay on the 4 square radius throughout.
Other points from the play test (Seleucids v Antigonids on Governor gives a good game)
- elephants pursuing are running past charge targets (sometimes they only need to turn 45 degrees and initiate a new melee)
- pikes are catching evading skirmishers too often (twice in this game). Skirmishers should always escape from pikes unless trapped, I would think.
- had another weird situation where a pursuing cavalry unit charged a new target and got a "rear" attack (automatic cohesion drop) even though it hit the side of the new target and was not behind it when it was fighting in its original melee. There are still some anomalies with this so keep an eye out.
what do you think about increasing radius of ct check on general's death? it's 2 and 1 right now, perhaps 3 and 2? if any change.
so it is no longer a 100% chance to take targets of opportunity now on pursuit to charge because of the added complexity with the units sometimes stopping if facing from the front an unengaged non light inf while pursuing. What was the charge target? picture of it?
I have not changed evading chances or ap at all for light infantry, so I think you are seeing just a low chance anomaly there that sometimes happens in the vanilla game as well with the lights caught by pikes, but I could add something to evasions that would make it harder for lights to be caught by non light infantry, not sure I have not thought about all of the balance implications of that. Were they only able to get away like 1 tile before being caught? Could do like a minimum evasion distance for light inf of 2 tiles so odds of being caught by non light inf are very low, dunno. It does seem like light inf being caught, at least by unmaneuverable non light inf should basically never happen? Not sure, it is in vanilla and perhaps for a reason?
do you have a picture of the rear attack from pursuit? what path did it take and did it get any other breaks or pursuit switches in before getting to the final target? I forget the details exactly but from vanilla there's something like a reset to what the original position is considered to be for rear charges if the pursuer like broke an enemy or changed targets or something like that during pursuit.
I do like the refuse orders tooltip having all the details for now because it lets players get familiar with the new mechanic and why they might have a refuse charge chance before they actually execute the charge (combat log of course only populates after executing the charge) so I would like to keep that for now, but if there is a general consensus that it is too much clutter later then I will remove it.
"No Control" is for the same situations as in vanilla, it's just in vanilla it's called "No CC," but with all of the new CC changes, the "No CC" label is now too ambiguous and vague. Specifically what that refers to is a unit that the player can no longer control (ie you can't give orders anymore to a unit that has fallen back or is pursuing etc...), so I changed it to be more clear.
The 1 tile radius is reflecting that in the mod right now it's a 1 tile radius for ct and refusals and anarchy and rallying etc...if the general is in combat, so we would need to resolve that question and then change the visible range accordingly. For the discussion of why I don't think it should just be just in or out of command if in or out of the 4 tile radius always, see my edit to my previous combat (everything after "One distinction which vanilla makes...")
thanks!