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Night Disruption
09-08-2013, 11:40 AM,
#1
News  Night Disruption
My opponent just informed me that his ships suffer from night disruption for moving. (Normandy campaign)


Is there a flag that can be set to make a unit immune to the effects as I am pretty sure the ships should be able to maneuver freely.
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09-08-2013, 01:08 PM,
#2
RE: Night Disruption
I noticed something else sort of disturbing. Whenever my units move from a village/town/city along a road to the next hex, there is a chance that they will disrupt at night.

I have been moving an awful lot of units along the road at night, and so I have had ample opportunity to notice this behavior. (Again..during the Normandy campaign) Not sure if that is a bug, or working as designed since technically...a town/village/etc hex is not a road.

No doubt many people will jump up and down and say that it is working as designed..except that it really does slow my German reinforcements from moving up to the front. If they move by day, they get disrupted by air interdiction. If they move at night..they disrupt for moving through a village along the highway.
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09-08-2013, 01:53 PM,
#3
RE: Night Disruption
(09-08-2013, 01:08 PM)Liquid_Sky Wrote: I noticed something else sort of disturbing. Whenever my units move from a village/town/city along a road to the next hex, there is a chance that they will disrupt at night.

I have been moving an awful lot of units along the road at night, and so I have had ample opportunity to notice this behavior. (Again..during the Normandy campaign) Not sure if that is a bug, or working as designed since technically...a town/village/etc hex is not a road.

No doubt many people will jump up and down and say that it is working as designed..except that it really does slow my German reinforcements from moving up to the front. If they move by day, they get disrupted by air interdiction. If they move at night..they disrupt for moving through a village along the highway.

I gets dark at night. jonny Helmet Rolleyes
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09-08-2013, 02:25 PM, (This post was last modified: 09-08-2013, 02:32 PM by Dog Soldier.)
#4
RE: Night Disruption
From what you are describing LS, this is my best guess.
If you want to send me a file with some examples, then I will see it I can duplicate the issue with your road movement. The N44 map has many areas where there are multiple roads very close together in adjacent hexes. This might be the source of your problem. Night movement has to be quite precise with a night disruption percentage in effect.

F40 also has some areas where a you think a drag & drop move should follow the road you see only to see the algorithm decide a shorter route is move off road through one hex side to get to another road going to the same destination. It is a case, in my experience, to find these places when a unit goes astray then hold the next unit(s) hand and move one hex at a time through the area with multiple roads.

With 22 titles in PzC, only two have any naval movement of significance, N44 & Sicily 43. I suspect, since the patch came out allowing a night disruption percentage to be entered in the pdt, no one tested this out in those titles. The default percentage is zero for all PzC titles before T43. We can check with JT about an exception in the code for naval units.

Meanwhile, set more men to watch for icebergs when moving your ships at full speed at night. Smile
Or we could mark channels on the map to act as roads? Big Grin
Unintended consequences. Oh well.

Dog Soldier
Fast is fine, but accuracy is everything.
- Wyatt Earp
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09-09-2013, 04:43 PM,
#5
RE: Night Disruption
Tomorrow I will set up a test. With night disruption at 100%, 'F' quality units, large sized. I will see if I can recreate situations where the unit is moving from road to village to road.
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09-10-2013, 04:40 PM,
#6
RE: Night Disruption
Well.. I was unable to duplicate it. Since I usually drag and drop my units, and let the AI move them, it could very well be that they cut a corner, and I only noticed them being disrupted as they ran out of movement points, since in every case, they stopped moving in the hex after.
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09-17-2013, 11:58 AM,
#7
RE: Night Disruption
Using the drag & drop with divisional movement can lead to some strange movements.
I would move to an intersection. Then plot another move for the column to the next intersection. A little slower than moving all MP in a single burst, but much safer.

Dog soldier
Fast is fine, but accuracy is everything.
- Wyatt Earp
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09-18-2013, 12:05 AM, (This post was last modified: 09-18-2013, 12:13 AM by Volcano Man.)
#8
RE: Night Disruption
Most likely the "problem" is that you are moving through hexes where either the road stacking limit is either exceeded or the urban hex is rubble, more likely the former though. If that is the case then yes, it is not a bug.

The ship movement getting disrupted sounds like a bug though -- it is not an OOB issue. Between now and when that is addressed, just avoid moving ships at night for now. I mean, they move so fast anyway, there is really no reason they cannot do all of their movement during the day. Not the answer you want to hear I am sure, but just suggesting a way to deal with it in the mean time.
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09-18-2013, 04:48 PM,
#9
RE: Night Disruption
I am the German, so I don't mind.

The units weren't moving through other units. I am pretty sure they were just taking a short cut between parallel roads, and the unit is not marked with disruption until it runs out of its (new) movement rate...giving the illusion that it was disrupted on the road.

I would have to do more testing and as the German, will be moving an awful lot of units at night along the road...
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