(mod) FoG2 Flank/Rear Charge tweaking in P&S ?

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Athos1660
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(mod) FoG2 Flank/Rear Charge tweaking in P&S ?

Post by Athos1660 »

As always with me, would it be :
- Moddable ?
- Interesting ?

I guess the main effect of this mod would be less effective charges (impact) against unengaged units.

As Richard put it here, in FoG2 :
Flank charges are only supposed to be dangerous if the flanked unit is already in close combat. (...) An unengaged unit is assumed to have some time to "get its shit together".
Would it be historical/logical for the timeframe ? Would it be balanced in P&S ?
Last edited by Athos1660 on Tue Mar 31, 2020 5:13 pm, edited 1 time in total.
Athos1660
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Re: (mod) FoG2 Flank/Rear Charge tweaking in P&S ?

Post by Athos1660 »

Examples of the effectiveness of the Impact in P&S flank/rear charge :

1) Flank / Rear charge on an unengaged unit in P&S :
(Cohesion auto-drop + Impact PoA +200)

(vs an infantry unit)
Image

(vs an cavalry unit)
Image

2) Flank / Rear charge on an unengaged unit in FoG2 :
(Net impact PoA ≥ 50)

(vs an cavalry unit)
Image

(vs an infantry unit)
Image
StuccoFresco
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Re: (mod) FoG2 Flank/Rear Charge tweaking in P&S ?

Post by StuccoFresco »

I'd say it would be ok to cut the cohesion dropping: the +200 could still exemplify how the enemy unit has to quickly reposition to face the enemy charge, so it can't resist as well as it would against a frontal charge.

It SHOULD be moddable by scripting in the MoraleTools.esf or CombatTools.esf.
Athos1660
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Re: (mod) FoG2 Flank/Rear Charge tweaking in P&S ?

Post by Athos1660 »

Interesting !

This rule is maybe the biggest change in gameplay between P&S and FoG2 (along with secondary ZoC).

In P&S, it is part of the devastating effect of rear/flank charges and IMHO it contributes to the exciting feeling that the outcome of the battle might change at any time, you know the domino effect.

It might also give a greater weight to agile cavalry able to flank unengaged units, especially infantry (allowing for example 2-against-one flanking 'tactic').

Maybe this rule that nerfs rear/flank charges in FoG2 (along with the secondary ZoC) make FoGII battles more realistic, 'well-behaved', organized, melee-centered while P&S battles are more chaotic and unpredictable (and more exciting in my personal and SP perspective).

Maybe I should also try FoG2 with the P&S rule to see (if I could).
Cronos09
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Re: (mod) FoG2 Flank/Rear Charge tweaking in P&S ?

Post by Cronos09 »

1. Cohesion auto-drop for Flank/Rear charges is scripted in Assault.BSF:
for Steady and Disrupted units

Code: Select all

					if ((IsLightTroops(me) == 0) || (IsLightTroops(enemy) == 1) || (IsArtillery(enemy) == 1)) // Light troops only cause cohesion drop if flank/rear charging light troops or artillery
						{
							if (GetAttrib(enemy, "DroppedMoraleFromFlankAttack") == 0) // Has not already dropped morale this turn from another flank/rear attack
								{
									morale_state = MoraleUpdate(enemy, me, 5, -1, 0);
									SetAttrib(enemy, "DroppedMoraleFromFlankAttack", 1);
for Fragmented ones

Code: Select all

			flank_rear = IsFlankRearAttack(me, enemy);
			if (flank_rear > 0)
				{
					if (GetAttrib(enemy, "DroppedMoraleFromFlankAttack") == 0)
						{
							if ((IsLightTroops(me) == 0) || (IsLightTroops(enemy) == 1) || (IsArtillery(enemy) == 1))
								{
									if (enemyMorale == 2)
										{
											enemyBreaksOnImpact = 1;
										}
2. Impact PoA +200 is scripted in CloseCombatLogic.BSF:

Code: Select all

			if (flank_rear > 0) // Flank/Rear attacks always at net +200 POA points, unless light vs non-light/non-artillery, in which case a minimum net POA of +50.
				{
					if ((IsLightTroops(me) == 0) || (IsLightTroops(enemy) == 1) || (IsArtillery(enemy) == 1))
						{
							enemyPOA = 0;
							mePOA = 200;
						}
Athos1660
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Re: (mod) FoG2 Flank/Rear Charge tweaking in P&S ?

Post by Athos1660 »

Cronos09 wrote: Wed Apr 01, 2020 7:17 am (...)
Thank you so much
Fast and effective as always :-)

So I guess that :

1) if I want to remove cohesion auto-drop, I have to change the following lines :
- for Steady and Disrupted units :
SetAttrib(enemy, "DroppedMoraleFromFlankAttack", 0);
- for Fragmented ones :
enemyBreaksOnImpact = 0;
2) if I want to replace Impact PoA +200 with say +50, I have to change :
mePOA = 50;
Is it correct ?
____________

As for using the more complex FoG2 rule in P&S (with the net PoA) and vice versa (the P&S rule in FoG2)...
(FoG manual, p. 74)
If the flank-charged unit is already in close combat against another unit, or evaded this turn, it automatically drops 1 cohesion level (see the Cohesion/ Morale section below), and the impact combat is fought on a guaranteed net POA (see Points of Advantage in the Close Combat section below) of +200 to the flank attackers, unless any of the following apply:
- Non-light troops are charged by light troops.
- Mounted troops (not elephants) are charged by infantry.
- Elephants are charged by mounted troops (not elephants).
- Infantry are charged across an obstacle (irrigation ditch, fortification etc.), or while in a built-up-area.
- If the flank-charged unit was neither already in close combat, nor evaded this turn, or one of the above exceptions applies, the unit does not drop a cohesion level. The flank chargers instead get a guaranteed net POA of +50 if their non-flanking net POA would be less than +50.
... I guess it is... much more complex.
Cronos09
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Re: (mod) FoG2 Flank/Rear Charge tweaking in P&S ?

Post by Cronos09 »

Athos, in principle everything is true. You can commented out the string for Steady and Disrupted units, and the whole block for Fragmented one.
If you would like to use all FoG2 Flank/Rear charge rules in P&S you should compare the appropriate blocks and transfer scripts with the addition of the necessary integers. There are some nuances in it, but it's not as difficult as adding the secondary ZoC.
Athos1660
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Re: (mod) FoG2 Flank/Rear Charge tweaking in P&S ?

Post by Athos1660 »

Thank you. :-)
I will look at it.
Cronos09
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Re: (mod) FoG2 Flank/Rear Charge tweaking in P&S ?

Post by Cronos09 »

FoG2 Flank/Rear charge rules in P&S:
Image

Image
The archive https://yadi.sk/d/h2AtrJ8uelWHvw should be unzipped at ...\Documents\My Games\PSCAMP\CAMPAIGNS\(Your Campaign name)\.
Perhaps, it should be tested more.
Athos1660
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Re: (mod) FoG2 Flank/Rear Charge tweaking in P&S ?

Post by Athos1660 »

@ Cronos :
I tried to mod P&S Flank/Rear charge rules in FoG2 this afternoon but failed. Got 2 error messages in a row. Solved the 1st one. Then gave up.
I was to try again when I saw your post above. Makes me want to retry.

I will test your FoG2 Flank/Rear charge rules in P&S mod and give you feedback (as usual :-) ). Very interesting ! Thx !
Athos1660
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Re: (mod) FoG2 Flank/Rear Charge tweaking in P&S ?

Post by Athos1660 »

@ Cronos : I've just tested FoG2 F/R rule for P&S in the Scenario. It seems to work fine. Nice !
I will test it in the battlefield ASAP.
Athos1660
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Re: (mod) FoG2 Flank/Rear Charge tweaking in P&S ?

Post by Athos1660 »

I must admit that playing P&S with the FoG2 rule about Flank/Rear Charge is nice !
I encourage everybody to test it via Cronos’ mod :-)
StuccoFresco
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Re: (mod) FoG2 Flank/Rear Charge tweaking in P&S ?

Post by StuccoFresco »

Sweet, I'll try it.
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