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Fast POWs, seiges, and a bug(?)

 
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Fast POWs, seiges, and a bug(?) - 8/18/2005 11:45:22 AM   
plasticpanzers

 

Posts: 67
Joined: 7/20/2005
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How is it that when i move large numbers (or small) of
POWs they move faster then their escorts and can get
"liberated" early. I was escorting 60,000 Russians
from the Baltic with my Bavarian army when the POWs
just outstepped them right into a few hundred British
refugees i have been chasing around France. Suddenly
my Bavarians are fighting for their lives from an
instant Russian Army! I know the POW thing is being
worked on but they should not face liberation till the
last movement phase if at all.
Sieges should require a leader with an army. having
instant leaderless ex-POW armies besieging cities or
small armies doing so is not right. Seiges were run
by superior officers as part of a strategic plan, not
a "hey, this place looks cool! lets take it!" LOL!
Lastly what may be a bug or two. If i leave the game
running too long and my screensaver comes on its a
hard job getting the graphics back up and the game
to run at speed. Runs very slow and choppy. Also,
I know i did not hit any orders to do so but my
French armies decided to fight their own detailed
battles without me. I cannot get it to stop and I
am getting my armies chewed up by the AI running
them.
Tim
Post #: 1
RE: Fast POWs, seiges, and a bug(?) - 8/18/2005 1:16:58 PM   
Ralegh


Posts: 1557
Joined: 2/1/2005
Status: offline
On POWs - the plan is to make 'em not 'freeable' once you get them into your territory.
On the way, you should add them into your army: then they'll move with it, and not 'outstep' you. - That'll work now.

You can report the screensaver thing on the support forum - maybe someone will have advice. Tell em your CPU, type of screensaver, graphics card, etc. (Works fine with mine)

Autofighting detailed battles like that usually means you have turned on the tactical adviser (on the military screen). Turn 'im back off.

_____________________________

HTH
Steve/Ralegh

(in reply to plasticpanzers)
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RE: Fast POWs, seiges, and a bug(?) - 8/18/2005 4:59:31 PM   
carburo

 

Posts: 108
Joined: 7/8/2005
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Ralegh,

About this attaching the POWs to your armies.

When I attach a unit or corps to a protectorate army, like the bavarians in plasticpanzers post above, there is no way I can get them back. With individual divisions there is the trick of using the auto join feature to get them out, but if you attach a corps it's stuck there forever.

I haven't try with POWs, but are you sure we'll be able to detach them if put in a protectorate army?

(in reply to Ralegh)
Post #: 3
RE: Fast POWs, seiges, and a bug(?) - 8/18/2005 8:06:43 PM   
Mynok


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Joined: 11/30/2002
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I'm pretty sure that it's only protectorate units that can't be removed from their protectorate corps once added.....i.e. if you put a Bavarian Inf into the Bavarian Corps, you won't be able to remove it.

(in reply to carburo)
Post #: 4
RE: Fast POWs, seiges, and a bug(?) - 8/18/2005 8:20:10 PM   
carburo

 

Posts: 108
Joined: 7/8/2005
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Mynok,

Now that you mention it. The unit I added to the Bavarian Army was the italian Corps, which is a protectorate unit too. After I couldn't detach it I got scared and have never attached another unit.

You are probably right. I'll try with non-protectorate corps and see what happens.

(in reply to Mynok)
Post #: 5
RE: Fast POWs, seiges, and a bug(?) - 8/18/2005 11:48:37 PM   
siRkid


Posts: 6650
Joined: 1/29/2002
From: Orland FL
Status: offline

quote:

ORIGINAL: Ralegh

On POWs - the plan is to make 'em not 'freeable' once you get them into your territory.



I'm ok with that but what if they are in a city that is captured. Not to make things complicated but I think it would be ok to liberate them in that case.


_____________________________

Former War in the Pacific Test Team Manager and Beta Tester for War in the East.


(in reply to Ralegh)
Post #: 6
RE: Fast POWs, seiges, and a bug(?) - 8/19/2005 12:16:20 AM   
plasticpanzers

 

Posts: 67
Joined: 7/20/2005
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your right, the tactical button was on but since i do
not use the page i don't know how it was activated!
spooky! LOL!
Another thing is that when detailed battles start it
should be cavalry (primaily light cavalry) that should
move first on both sides as they were the scouts. why
does artillery often mover first?
Also on supply, I would suggest a change where if a
supply unit does not move it will add 1 point to any
unit within range that is below 10 but above 5 and 5
points to any unit below 5. After that you can add
extra to units. Kinda hard to have one supply train
trying to run around and supply 10 different divisions.
Tim

(in reply to siRkid)
Post #: 7
RE: Fast POWs, seiges, and a bug(?) - 8/19/2005 12:35:31 AM   
ian77

 

Posts: 627
Joined: 4/27/2004
From: Scotland
Status: offline

quote:

ORIGINAL: plasticpanzers
Kinda hard to have one supply train trying to run around and supply 10 different divisions.
Tim


I kinda think that that is the idea.

Ian

(in reply to plasticpanzers)
Post #: 8
RE: Fast POWs, seiges, and a bug(?) - 8/19/2005 5:36:26 AM   
plasticpanzers

 

Posts: 67
Joined: 7/20/2005
Status: offline
my point is that it may be a "game play" thing but does
not hit any historical reality (which is sometimes a
thing at odds with "play"). A historical army train
is not a single entity or a mobile gas station/market
but a group of trains set up to support each corps and
division. having to run around with one train makes
it harder to run any type of realistic simulation. Of
course it makes a "game" play better.
Tim

(in reply to ian77)
Post #: 9
RE: Fast POWs, seiges, and a bug(?) - 8/19/2005 8:38:49 AM   
Ralegh


Posts: 1557
Joined: 2/1/2005
Status: offline
The way supply works is on my list of things I would like to see improved, however it is unlikely that will happen in a service pack, since it is a lot of work for a major feature change. Our best chance of getting it done will be either in a sequel and then rolled back into COG, or in an expansion pack.

My proposal, btw, is that supply should be a flow -
on the strategic map, supplies flow from supply sources through depot chains to end units, with little stockpiles in depots, containers (armies, corps, fleets) and units (divisions and ships). When you conquer a depot, city or unit, you would get some of their supplies, creating a new incentive to take cities! If a supply chain was interrupted, supplies in the system on the unit end of the chain would continue to filter through until they run out, while supplies up stream would bank up. The player would control the degree of flow - supply sources could be set to create more or supplies in the province control area. Tthe degree of flow would narrow with each staging point (ie. only 90% of the supplies pass down to the next depot in the chain) reflecting some wastage.
-- Similarly ships would have a stockpile of suplies to feed troops being carried, and could get more from their own ports, or buy some from allied ports as they sailed.
-- Supplies could reach a unit via a supply chain, or by being carried - a fleet, army or corps could ferry out supplies to another unit/container.

On the detailed battle map, units within their resupply range [an attribute of units type] of the caissons (a stockpile) would get some additional supplies every turn - the amount reducing with distance. A unit attempting to rally (ie passing its turn) would get significantly more. However each caisson would have a limit of the amount they could dispense in a turn - probably apply a rationing system based on current supply levels.
I'd like to able to 'set' certain units as high priority for resupply, too. I'd also like to be able to task a entire division to carry supplies to a point on the map, creating a supply dump. Such a dump would be accessible by units bordering it, but not mobile - creating an opportunity to capture supplies in detailed combat.

My more advanced proposal is that we should seperate 'ammo' from 'food and other supplies'.
-- Creation of ammo would be dependant on a new tradable resource type: gunpowder. Other supplies would be a combination of food and textiles.
-- Units and containers would be able to 'hold' a certain amount of food/ammo - for containers, this would be configurable by the player and effecting the strategic initiative of fleets/armies/corps - and this is what they would take into combat. [So you could tell a city to stockpile supplies, and set an army to load themselves up before charging off into the wilds.]
-- Units in combat who are out of ammo supply would lose their fire attacks, and only be effective in charges.
-- Units in combat who are out of food supply would suffer reduced combat effectiveness, representing the foraging parties out getting food instead of being in the battle line.

Any other ideas/changes/improvements?

_____________________________

HTH
Steve/Ralegh

(in reply to plasticpanzers)
Post #: 10
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