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Naval questions. - 11/6/2007 9:41:49 PM   
Scona


Posts: 55
Joined: 7/24/2004
From: Central AB, Canada
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Does the game allow for the creation of "Fleets" on major rivers, with ship and ironclad units? Also, is it possible for a naval force to "run" past a fort on a river?

_____________________________

"Everything else being equal, the army with the best looking uniforms usually losses." Murphy's law of military history.
Post #: 1
RE: Naval questions. - 11/7/2007 12:00:18 AM   
Walloc

 

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Joined: 10/30/2006
From: Denmark
Status: offline
quote:

ORIGINAL: Scona

Does the game allow for the creation of "Fleets" on major rivers, with ship and ironclad units? Also, is it possible for a naval force to "run" past a fort on a river?


Incomming alot of meaningless blabber that complicates the issue more than necesary.

U can build riverine ironclads that can travel on rivers, naturally enough. The ships represented in game is purely bluewater ships, so no on that.
To be hornest i've never tried putting riverine ironclads in fleets for 2 reason. First there is no reason too, gaming wise. 2ndly build a fleet would requires a naval yard and IIRC the engine wouldnt let u do this less its in cities with costal/blue water acces. Note the lakes count as blue water. As i once build a Lake Erie runner route.
In short i see no gaming reason to put riverine ironclads in fleets and i dont think its possible. U can just move the riverine ironclads individually.

As to running past forts. Depence on version and what u mean by naval force. In version pre the latest beta riverine ironclads would be eliminated if alone in a enemy controlled province. So in essence u wouldnt be allowed, unless u had friendly land forces along too. Since that means in pratice u would have to have land forces continuesly in enemy held river provinces, it would be near impossible. i cant say if u actually theoritical can. I can say u wouldnt be able to in pratice as the chance it would be eliminated is rather huge.
As per latest beta riverine ironclads alone in enemy provinces are now forced to retreat. Again in pratice removing the possibility.
Again whether the move in it self is allowed im not sure, but in pratice ending in a situasion where u wont get retreated is fairly far reached. Trying to move deeper into enemy held river provinces with out ending in a forced retreat situasion.

As to actual naval aka blue water fleets. Since they cant enter river provinces, they per say cant run river forts, no.

Kind regards,

Rasmus

< Message edited by Walloc -- 11/7/2007 12:03:03 AM >

(in reply to Scona)
Post #: 2
RE: Naval questions. - 11/7/2007 7:13:03 AM   
Scona


Posts: 55
Joined: 7/24/2004
From: Central AB, Canada
Status: offline
Would the problems of coding the river polygons as terrain open to "land units" have a bearing on this? As the game has to divide open water from land, making rivers open water would interfere with ground movement? Can proper fleet containers actually function on the rivers at present?

_____________________________

"Everything else being equal, the army with the best looking uniforms usually losses." Murphy's law of military history.

(in reply to Scona)
Post #: 3
RE: Naval questions. - 11/7/2007 11:20:38 AM   
Walloc

 

Posts: 3141
Joined: 10/30/2006
From: Denmark
Status: offline

quote:

ORIGINAL: Scona

Would the problems of coding the river polygons as terrain open to "land units" have a bearing on this? As the game has to divide open water from land, making rivers open water would interfere with ground movement? Can proper fleet containers actually function on the rivers at present?


Eric would have to answer those questions and he usual is fast in do so, but yes i suspect based in how the engine works or seems so to me, that u are correct. Thats how its designed to be as i understand it.

Kind regards,

Rasmus

(in reply to Scona)
Post #: 4
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