Mystery solved!
Problem solved! As I suspected, it came from AI behaviour with the MOVEUNIT command!
Once an unit with a MOVEUNIT encounters a foreign unit (friend or foe), even if it's not blocking its way, the MOVEUNIT order is ended! This sounds quite logical but shouldn't be forgotten while designing a scen...
So from now on, the Roman attacks shouldn't be as surprising as it was for Werd!
I'm at the day 50, entering the German area!
I lost up to now 4 cavalry and 1 infantry!
The numbers of Scythians, Dacians, Romans and animals seemed alright!
I'll now see if it's the same with the Germans!
And from what I have seen, only very minor adjustment needs to be done with the timing of messages!
I'll finish my test, modify what's necessary and release the test files tomorrow probably!
Originally posted by Cyrion
And I want to investigate the Disg. Legionary puzzle: I think I have an idea where it comes from!
Werd, did you encounter him or not?
If not, then I might well have an explanation (and solution)...
And I want to investigate the Disg. Legionary puzzle: I think I have an idea where it comes from!


Once an unit with a MOVEUNIT encounters a foreign unit (friend or foe), even if it's not blocking its way, the MOVEUNIT order is ended! This sounds quite logical but shouldn't be forgotten while designing a scen...

So from now on, the Roman attacks shouldn't be as surprising as it was for Werd!

Now before I release the files for the (hopefully last) playtest, I need to test the new spawning rates as well as the timing of messages!
I lost up to now 4 cavalry and 1 infantry!
The numbers of Scythians, Dacians, Romans and animals seemed alright!
I'll now see if it's the same with the Germans!

And from what I have seen, only very minor adjustment needs to be done with the timing of messages!

I'll finish my test, modify what's necessary and release the test files tomorrow probably!
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