LukeFF Posted December 30, 2013 Share Posted December 30, 2013 I've been playing the Biazzo Ridge scenario and have noticed an annoying problem with both the AI and my American troops. When I give a waypoint right in front of a non-diagonal wall, some of the troops will inevitably jump over the wall instead of staying behind it. The result is that men in both sides of this scenario have been picked off rather easily, as the wall is no longer affording them cover. As an example, I have my mouse hovering over the action spot where I ordered this team to move. However, as you can see, two of them have hopped over the wall instead. Like I said, I've been seeing the German troops doing the same thing, including those in the background of this screenshot. I've never noticed this before, hence why I brought it up. Suffice it to say, it's very, very annoying. 0 Quote Link to comment Share on other sites More sharing options...
SeinfeldRules Posted December 30, 2013 Share Posted December 30, 2013 I have noticed this too. When you are trying to give move command to a squad (that takes up two or more action squares) to behind a wall, one action square will be on the desired side of the wall, and the other square will be on the other side. It doesn't do it all the time but I've definitely noticed it. Started happening with this latest patch. 0 Quote Link to comment Share on other sites More sharing options...
Mad Mike Posted December 30, 2013 Share Posted December 30, 2013 Yep, also noticed this with v1.12 / v2.12 (in CMFI and CMBN) and not only for the low walls, also sometimes happened with the high Bocage. Did something change in the behaviour of infantry around these terrain features with vX.12? 0 Quote Link to comment Share on other sites More sharing options...
nachinus Posted December 30, 2013 Share Posted December 30, 2013 Confirmed, with real pain . I've just lost a couple of pixeltruppen on account of this misbehaviour. My case was more blatantly silly than your pic, Luke, since the bad guys were 150m dead ahead, and jumping the fence was suicidal. 0 Quote Link to comment Share on other sites More sharing options...
akd Posted December 31, 2013 Share Posted December 31, 2013 This can be avoided by setting an intermediate waypoint so that the destination waypoint approaches the wall from the perpendicular. However, that is not always optimal. I will report it. 0 Quote Link to comment Share on other sites More sharing options...
LukeFF Posted December 31, 2013 Author Share Posted December 31, 2013 This can be avoided by setting an intermediate waypoint so that the destination waypoint approaches the wall from the perpendicular. However, that is not always optimal. I will report it. Thanks, appreciate it! 0 Quote Link to comment Share on other sites More sharing options...
Phantom Captain Posted December 31, 2013 Share Posted December 31, 2013 Yep, also noticed this with v1.12 / v2.12 (in CMFI and CMBN) and not only for the low walls, also sometimes happened with the high Bocage. Did something change in the behaviour of infantry around these terrain features with vX.12? Also noticed the same thing with the high bocage after updating CMBN. Something is definitely off. It seemed even worse with the 2.11 patch and then with 2.12 coming right on it's heels I thought maybe some bug came through and that's what 2.12 was fixing. While better than 2.11 I'm still noticing the weird wall and bocage behavior. 0 Quote Link to comment Share on other sites More sharing options...
fatehunter Posted December 31, 2013 Share Posted December 31, 2013 use the facing command when giving the waypoint. Select the waypoint, then select the facing of the squad, you can move it around, however, NOT always to the way you want. This is for unsplit squads that take up more than one action square. Other option is to split squads 0 Quote Link to comment Share on other sites More sharing options...
A Canadian Cat Posted December 31, 2013 Share Posted December 31, 2013 Sounds like the safer thing to do is split them into teams to keep them on the right side of the wall. 0 Quote Link to comment Share on other sites More sharing options...
Michael Emrys Posted January 1, 2014 Share Posted January 1, 2014 Sounds like the safer thing to do is split them into teams to keep them on the right side of the wall. +1. Since I usually split my squads if anticipating contact with the enemy anyway, I hadn't observed the behavior discussed in this thread. Michael 0 Quote Link to comment Share on other sites More sharing options...
LukeFF Posted January 1, 2014 Author Share Posted January 1, 2014 Sounds like the safer thing to do is split them into teams to keep them on the right side of the wall. That doesn't always work, and anyways, that's a workaround and not a solution. In the example pic I posted, there are just a handful of troops in the unit, and still two of them ended up on the wrong side of the wall. 0 Quote Link to comment Share on other sites More sharing options...
womble Posted January 1, 2014 Share Posted January 1, 2014 Number of troops isn't a factor; the unit was still 2 teams, one of which had its landing point set past the wall. And unsplittable because it was reduced below 6. 0 Quote Link to comment Share on other sites More sharing options...
A Canadian Cat Posted January 1, 2014 Share Posted January 1, 2014 That doesn't always work, and anyways, that's a workaround and not a solution. In the example pic I posted, there are just a handful of troops in the unit, and still two of them ended up on the wrong side of the wall. Agreed , i was putting it out there as a workaround. And i do think it always works because like, @ Michael Emrys, i have not seen this defect because i always split teams when contact is imminent. 0 Quote Link to comment Share on other sites More sharing options...
SquidvT Posted January 12, 2014 Share Posted January 12, 2014 The problem is the AI is doing this too, so whilst you can somewhat limit the effect on your pixeltruppen by splitting teams the AI has half its men the wrong side of walls 0 Quote Link to comment Share on other sites More sharing options...
Vinnart Posted January 13, 2014 Share Posted January 13, 2014 I have noticed this bug too, and have received unnecessary casualties as the result. 0 Quote Link to comment Share on other sites More sharing options...
Pandur Posted January 13, 2014 Share Posted January 13, 2014 use the facing command when giving the waypoint. Select the waypoint, then select the facing of the squad, you can move it around, however, NOT always to the way you want. This is for unsplit squads that take up more than one action square. i dont have FI but the problem exists also in CMBN 2.12, i fix it as described in the quote, its easy and works 100% for me but takes some extra time and clicking. 0 Quote Link to comment Share on other sites More sharing options...
womble Posted January 13, 2014 Share Posted January 13, 2014 I've always been a bit puzzled as to how the "Face to get the teams' alignment right" function interacts with the "pTruppen take cover and observation positions relative to the Facing they're given (which by default is the direction they were travelling in when they stopped)" function. If you have to give a Face at 90 or 180 degress from the direction you want them to observe/take cover from, in order for them to line up with the terrain how you want them to, their ability to observe or be in cover in the direction you wanted will be compromised, no? And if you Face them in that direction (the one you want them to look in), you might be leaving half the squad hanging out where you don't want 'em. Not to mention that many terrain colours make discerning which AS the teams will end up in nigh impossible, even for people with good colour vision. 0 Quote Link to comment Share on other sites More sharing options...
Pandur Posted January 13, 2014 Share Posted January 13, 2014 i dont think it makes any difference, and you only need the 90/180° deg face to get them into the right action spots, when they are there you can let them face anywhere and the action spots wont change ofcourse. a problem could be if the enemy is alongside the hedge and on the same side as your guys, and you want to face em looking down the hedge their way, this wont work, need to face 90° and issue new face or cover arc next turn. Not to mention that many terrain colours make discerning which AS the teams will end up in nigh impossible, even for people with good colour vision. this doesnt have to do with terrain colours but the time of the day and lightning in the engine, if you mean what i think you mean, its a bug ages old i reported it in CMSF and it was acknowledged but never fixed. at some times of day the coloured action spots are almost invisible, has nothing to do with the terrain below it. EDIT: have a look, thats the thread bout the AS colour problem, i guess you see the same as its still in CMBN and so will be in CMFI iam positive although i dont have it. unfortunately some old image links are down but still some there. http://www.battlefront.com/community/showthread.php?t=85630 0 Quote Link to comment Share on other sites More sharing options...
LukeFF Posted January 15, 2014 Author Share Posted January 15, 2014 i dont have FI but the problem exists also in CMBN 2.12, i fix it as described in the quote, its easy and works 100% for me but takes some extra time and clicking. And again, that's all good and well, but it's also a problem with the AI, so any solution at this point is just a workaround for the player. 0 Quote Link to comment Share on other sites More sharing options...
Jaeger Jonzo Posted January 15, 2014 Share Posted January 15, 2014 Noticed the same problem as OP, with squads straddling walls, in my recent MG pbem fight at Nigmegen and suffered casualties because of it. Am fully patched up and all modules installed. Seen it in a Cmfi battle too since last update. 0 Quote Link to comment Share on other sites More sharing options...
Fizou Posted January 15, 2014 Share Posted January 15, 2014 Noticed this as well. Never seen it before the latest patch. 0 Quote Link to comment Share on other sites More sharing options...
fatehunter Posted January 16, 2014 Share Posted January 16, 2014 Noticed this as well. Never seen it before the latest patch. It has always been there. The facing issue has nothing to do with a patch. If you are picky (like I am ) I always select the facing and manipulate it if the facing is not what I want it to be. This is particularly the case when moving parallel to a feature (hedge, wall, whatever) and then you want the squad to end up along the feature. Since the default position in in line with the direction of travel, it often is undesirable, so I manipulate it to what I want. This is not a defect or a bug. Do you really think an AI is going to figure out which way you want the squad to face after you have moved them? With multiple threats I am happy to have the choice to face the squad in the direction I want. 0 Quote Link to comment Share on other sites More sharing options...
Fizou Posted January 16, 2014 Share Posted January 16, 2014 It has always been there. The facing issue has nothing to do with a patch. Are you sure? I have played quite a bit and have a strong feeling that units now are much more willing to end up on two sides of the same wall. Before 2.12 they where more reluctant and in almost all cases all guys would be on the same side. I dont have any prof other than a strong feeling. Will have to play more games to see. 0 Quote Link to comment Share on other sites More sharing options...
LukeFF Posted January 17, 2014 Author Share Posted January 17, 2014 It has always been there. The facing issue has nothing to do with a patch. No, it has definitely not always been there. I've been playing the CMBN and CMFI since they both were released, and this issue never, ever cropped up before the latest patches for both games. This is not a defect or a bug. Do you really think an AI is going to figure out which way you want the squad to face after you have moved them? With multiple threats I am happy to have the choice to face the squad in the direction I want. Yes, it is a bug, because before the last update(s) the AI was smart enough to know which side of the wall it should be on. It no longer does. Load up the Biazzo Ridge scenario and watch some of the crazy things the German side (when controlled by the computer) does with its troops when approaching a wall. I dunno how many times it has to be said: it is not just a problem with player-controlled troops. 0 Quote Link to comment Share on other sites More sharing options...
Jaeger Jonzo Posted January 18, 2014 Share Posted January 18, 2014 Sorry your wrong on this fate hunter, i agree with Luke and Fizou, it never used to happen. I've had many battles where the full squad always approached a wall or hedge and lined themselves correctly along it. It's quite noticeably different since the last updates. 0 Quote Link to comment Share on other sites More sharing options...
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