Geoff McCarty wrote:
I'm playtesting for engine mathematical errors in combat resolution. Using Leipzig getting started scenario with standard suggested ORs and MDF for firecontrol's sake. Here 350 men with muskets are firing at range 2 with what should be a pdt multiplier of 1. Instead they are being halved as if the muskets were firing with 0.5 with a result of 175 firepower instead of 350.
If the fire value is halved it's likely because the unit had moved that turn, if you have it in place go on till the next turn starts and retry. I don't see any problem with the fire value of muskets.
Geoff McCarty wrote:
4 x Fr 5.7" Howitzers firing at range 4 should be: 4 (guns) x 80 (artillery fire manpower) x 2 (weapon range 4 fire effect) = 640 firepower
Instead it is reported as 400 firepower. I do not believe the report is in error it's some interlocuting bug.
Has the weather any impact? Check the PDT lines for the date & time you have and see if any artillery mod is set. ANd maybe IÄm wrong but was there somthign extra for howitzers.... just can't remember.
Geoff McCarty wrote:
In this case 530 men are given a bonus of +25% instead of the manual's +20% statement for being in column during a melee attack.
I had explained it already somewhere else, the report is correct as the 25% bonus is applied to the men power BEFORE any other modifiers are added, that is why the 530 men are effectively counted as 662(662,5 to be correct). The 20% bonus is the one for not firing this turn or the previous phase, so overall I see no mistake.
Geoff McCarty wrote:
A column of 530 men firing at range 1 with an inexplicable firepower rating.
530 x 5 (musket FE range 1) x 0.33 (column fire malus) = 874.5
I hope I have demonstrated that this games most basic function of combat resolution is wholly broken. Unless I am in error in these tests it is obvious that there is some poorly handled code exchange within the executable which is malfunctioning. I am almost certain that the fire efficiency printed in the combat dialog is what gets passed to the combat value resolution generator due too the loss numbers in a multitude of tests. On the positive side the only 'working as designed' resolution was when I had a line fire on or melee another adjacent line except the stated *1.5 line fire efficiency. In no case of a modifier or range multiplier will the engine process as designed and stated in documentation.
Same as above, you likely moved the unit and that is why fire value is halved.