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Jabberwock
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Uh-oh! new exploit

Sat Feb 16, 2008 6:20 am

Incorporating a locked unit into a division (using Ctrl+c, you can't do it with the button) and then removing it again unlocks the unit. This is especially dangerous when combined with the redploy/undeploy exploit. One commander can form a division on turn one or two, and then bounce around the map freeing all the garrisons. And he doesn't even need to stay a division commander at the end of the turn if he doesn't want to.

"Poof! Hi, I'm Steve Hurlburt, your new commander. Be Free! I now resign as your commander. Got other things to do. See ya! Poof!"

I'm calling this one the fairy-godmother exploit.
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Jabberwock
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Sat Feb 16, 2008 6:31 am

Now I'm wondering if free Kentucky garrisons can purposely run into trouble.

"Help! I'm being invaded!"
"Dude, you're in Tennessee. You're the one doing the invading."
"Am not, you attacked me!"

Or is the trigger tied to the region?
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Jabberwock
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Sat Feb 16, 2008 7:46 am

It only changes the unit display for the first militia unit within a garrison stack, they aren't actually unlocked. If there is more than one militia unit in a garrison, one is still locked, the rest are free. It does unlock the other units in garrisons. It does unlock other fixed units. It doesn't apply to locked leaders or supply units, they can't go into a division.
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Jabberwock
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Sat Feb 16, 2008 5:16 pm

It affects fixed units. Not static units. Those militia have both designations.
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Hobbes
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Sat Feb 16, 2008 5:23 pm

Nice spot!

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Gray_Lensman
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Sat Feb 16, 2008 5:59 pm

deleted

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Jabberwock
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Sat Feb 16, 2008 6:36 pm

Anyone care for a PBEM using this? I'll take USA.
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Jabberwock
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Sat Feb 16, 2008 6:38 pm

Gray - I need the division cap set higher than 60/30 ... much higher. :niark:
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Gray_Lensman
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Sat Feb 16, 2008 7:08 pm

Jabberwock wrote:Gray - I need the division cap set higher than 60/30 ... much higher. :niark:


I can understand your wanting this, but I am concerned whether it will imbalance the game due to other factors, such as availability of leaders, etc. I really don't think it will, however, I prefer to be cautious in regard to the vanilla scenarios. So, I'm thinking of ratcheting it up a little at a time to see if these issues come into play.

You can always change this for yourself directly in the .scn files for your own purposes. I can show you exactly where to "text" modify the .scn file if you don't already know.

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Jabberwock
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Sat Feb 16, 2008 7:55 pm

Gray_Lensman wrote:I can understand your wanting this, but I am concerned whether it will imbalance the game due to other factors, such as availability of leaders, etc. I really don't think it will, however, I prefer to be cautious in regard to the vanilla scenarios. So, I'm thinking of ratcheting it up a little at a time to see if these issues come into play.


It was not a real request in this context. It was a "Just found a way to unbalance the game and I want to make it even worse" request. If I could incorporate all those garrisons into divisions, that would be ugly. I'll ask Runyan to add a few more generals, too. I should hush now, and go back to drawing pictures.

Gray_Lensman wrote:You can always change this for yourself directly in the .scn files for your own purposes. I can show you exactly where to "text" modify the .scn file if you don't already know.


Someday - when I get around to creating scenarios, I'll take you up on that.
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Pocus
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Mon Feb 18, 2008 12:08 pm

I'll take a look at that soon!
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Doomwalker
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Tue Feb 19, 2008 2:27 pm

Oh yes that is very interesting. Wished I had seen this one last night when I was still in my testing mode.
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Pocus
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Tue Feb 19, 2008 2:46 pm

I added some tests for the next patch.
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Jabberwock
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Tue Feb 19, 2008 3:20 pm

After playing with this a bit:

1. It is a much bigger advantage for the USA, about two divisions worth within the first few turns.

2. IMO CSA coastal artillery in the forts should be unlocked, although the garrisons and fort artillery should remain fixed. The amphibious game becomes much more interesting (and historically correct I believe) if the CSA can set up coastal batteries (with a little militia support) in different locations. Maybe something for a mod first to see how the community feels about it, before attempting to put it into vanilla AACW.
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