I was playing a custom battle with full scale late period armies between the HRE and France.
Both sides were using pike and gunpowder, with cannon and heavy infantry and cavalry in support.
My formation was : Pike - Gun - Pike - Gun : With : Gun - Pike - Gun - Pike : In the second row.
The French marched all their gunpowder units forward, four of them same as me. The French just stood there and fired and reloaded, while my
Gunpowder units with skirmish set to off would fire and reload, but most of them were just reforming.
Thing is the French guns were taking all their casualties from my guns, while in theory my casualties would have only been my front line, and I would slowly have established a gunpowder unit superiority. Anyway that was totally ruined as my units slowly moved backwards, continually reforming, no matter what I did to try to the stop them, I.E guard area, and skirmish on/off.
im thinking that perhaps because I set them into a specific width and depth, that they kept reforming as they took casualties, but all it was was a slightly thicker version of the CPU standard block, and the CPUs units never reformed once.
I lost the battle of 2001 v 2001 with 400 units to 40 remaining. My basic formation alone should have slowly dominated the battle, but as it turned out the enemy decimated my centre with their gunpowder, with minimal losses to their own gunpowder troops.
This is a crippling problem, as it means player gunpowder units will never fire at their maximum possible rate, and will cause losses based only upon some poor coding.
An annoying bug, and some comformation that others are seeing this might help CA to put it on their list of bug fixes for the patch.
As a side note I have seen this happen everytime I use gunpowder in custom battles, but this was the first time I realised that reforming was unique to the player alone, and that CPU controlled gunpowder were displaying their correct behaviour.




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