rtrapasso -> RE: Combat Engineers Cant Build? (6/15/2007 8:26:11 PM)
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ORIGINAL: treespider quote:
ORIGINAL: mjk428 quote:
ORIGINAL: jwilkerson Combat engineers will act like normal engineers as long as there is at least one (i.e. greater than zero) "regular" engineers present in the same hex. But, if there are combat engineers in the next with no "regular" engineers then they will not build. Well unfortunately this doesn't seem to be true for me at least (Hotfix,CHS,Extended). I moved the 34th from the H.I. to Christmas Island where there is a static base force with 3 engineers attached. After 3 turns the "0" port was still only 6% of the way towards being a "1". So even though the base now shows 84 engineers present they had no impact on the building process. Over 6k of supply there, so that shouldn't be the prob. Maybe they need "normal" engineers from the same unit or from a unit that arrives with them? It seems to me they should either operate like regular engineers or not. I realize this isn't a big deal but still... These guys have been moved twice now; risking sub attacks. Thankfully they can't ride in minesweepers or they'd be dead for sure. For some reason those crazy IJN sub drivers can't resist attacking packs of minesweepers. ;) What you need is patience ...expanding anything from 0 is slow...after you hit 1 expansion will be rapid. Odd - i have experienced the latter... i was trying to build up Norfolk Island, and stuck a zillion engineers there and supplies there... it got to 1 port and 1 AF relatively quickly - after that it was going up at MAYBE 1 point construction per day (if i just built the AF and stopped the port) - it was going to take about 4 months to build up to a level 2 AF... it didn't really seem like the number of engineers had much to do with the construction rate (withdrew a couple of units, and the rate didn't change). this was pre-1.80 though, perhaps it has changed since...
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