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Naval Transport

Posted: Thu Oct 02, 2008 10:17 pm
by Flop
I hope someone can shed some light on what I'm doing wrong here. I'm trying to move my besieged troops in New York to Philadelphia, using the to bateaux I have in New York.

So I merge the troops with the bateaux (minus the naval guns, of course) and order the to move to Philadelphia. The next turn I can see that they have moved, but they only brought Samuel Nicholas with them and left the rest in New York. I tried reloading in case I'd done something wrong, but the same thing happened again.

Does anyone know why this happens. Is there nothing I can do to save my poor New Yorkers?

Posted: Thu Oct 02, 2008 11:06 pm
by lodilefty
Please zip and upload the saved game files here, and I'll look at it. :)

Posted: Thu Oct 02, 2008 11:20 pm
by Flop
I'm sorry, I played on so I don't have it anymore. Unless you want the save I have now, which is 2 turns later. I spent one turn on moving the bateaux out to sea and then the next turn on marching my troops onto the bateaux and moving them to Philadelphia. That worked, but it took a turn extra.

Posted: Thu Oct 02, 2008 11:23 pm
by lodilefty
OK
Zip the saved game with it's subdirectories. It saves up to 24 turns...
ThenI can back it up and see what you had in NY ;)

Posted: Thu Oct 02, 2008 11:44 pm
by Flop
Ok, I made the zip, how do I upload it? It's 4 mb, so it's a bit too large to email I think.

edit: Nevermind, I found out. :)

Posted: Fri Oct 03, 2008 1:08 pm
by lodilefty
Thank you. :D
I was able to recreate your issue. :thumbsup:

Nicholas moved with ships because he is a combination Land/Sea leader. :gardavou:

Current design: troops under siege cannot board ships and sail away. So your troops stayed in NY. Your two turn solution is clever but takes a long time.... :w00t:

We will discuss with developer whether troops in a besieged port that is not under naval blockade should be allowed to load and sail away... :)

Posted: Fri Oct 03, 2008 2:08 pm
by Flop
lodilefty wrote:Your two turn solution is clever but takes a long time.... :w00t:


Yeah, they survived to fight another day, and were utterly destroyed in Philadelphia two turns later. :D

Thanks a lot for the help, though. :)

Posted: Fri Oct 03, 2008 2:19 pm
by lodilefty
:thumbsup:

Early US activity usually involves avoiding combat, which means avoiding big cities.... :D

Posted: Fri Oct 03, 2008 2:26 pm
by Flop
Now you tell me. :D

I think it might be worth trying to hold Philadelphia though, at least I'll be trying that in my next game. Losing 25 EP and a load of national morale on top of losing my army was pretty tough.

Posted: Fri Oct 03, 2008 2:38 pm
by lodilefty
Worth trying, but very difficult to hold Philly.

Historical: Washington couldn't either...

You appear to be enjoying the game ;)

Posted: Fri Oct 03, 2008 2:44 pm
by Flop
Yeah, it's great so far. I'm still learning, though. A lot of it seems to be similar to AACW, but I've no idea with regards to things such as Philadelphia being worth much more than most (all?) other objectives. But I'm pretty much thinking of this first game as a test run. In my next game I'll have a better idea of what I'm doing (I hope).

Thanks a lot, you've been very helpful. :)

Posted: Fri Oct 03, 2008 3:07 pm
by lodilefty
Philadelphia was the Capital, which in all games carries high points for loss or capture.... :)

Posted: Fri Oct 03, 2008 4:45 pm
by Pocus
Hi there,

This was not a bug per se. In case of siege, all troops are automatically unloaded from ships, as not doing so can be rather dangerous if a battle ensue.

The next version will give you the option between the previous behavior and the new one (which is to not unload the troops). If you want to risk an evacuation, with troops stranded on board, then you have to use the Evade Fight order for the fleet. Know that as there are a delay in days (from 0 to 8) before a fleet move for real, it is very dangerous if an assault happen... Take your chance :)

Posted: Sat Oct 04, 2008 9:25 am
by Hobbes
Pocus wrote:Hi there,

This was not a bug per se. In case of siege, all troops are automatically unloaded from ships, as not doing so can be rather dangerous if a battle ensue.

The next version will give you the option between the previous behavior and the new one (which is to not unload the troops). If you want to risk an evacuation, with troops stranded on board, then you have to use the Evade Fight order for the fleet. Know that as there are a delay in days (from 0 to 8) before a fleet move for real, it is very dangerous if an assault happen... Take your chance :)


I was a bit worried reading this thread that I would not be able to get troops in and out of fort Detroit in Pontiac's War as should be the case. It seems then that it is possible as long as the fleet has an evade order.

I don't think there should be any restriction getting fleets into and out of besieged ports even if they are blockaded. If you choose to risk moving your fleet through a blockade you may suffer high losses. It's a shame besieging artillery will be unable to fire at approaching fleets in WiA as it can in AACW though - I think this is the case?

Cheers, Chris

Posted: Sat Oct 04, 2008 11:43 am
by lodilefty
Hobbes wrote:I was a bit worried reading this thread that I would not be able to get troops in and out of fort Detroit in Pontiac's War as should be the case. It seems then that it is possible as long as the fleet has an evade order.

I don't think there should be any restriction getting fleets into and out of besieged ports even if they are blockaded. If you choose to risk moving your fleet through a blockade you may suffer high losses. It's a shame besieging artillery will be unable to fire at approaching fleets in WiA as it can in AACW though - I think this is the case?

Cheers, Chris


Artillery can do same 'passing fire' as in AACW:

  • Must meet minimum range [currently 5+ = Siege Guns and Naval Batteries]
  • Must be entrenched to level 2
  • The fleet must pass through two adjacent water regions to trigger the fire [see Savannah, Charleston, Quebec].


I'll look at the 'water' near Detroit...

Posted: Sat Oct 04, 2008 11:58 am
by Hobbes
lodilefty wrote:Artillery can do same 'passing fire' as in AACW:

  • Must meet minimum range [currently 5+ = Siege Guns and Naval Batteries]
  • Must be entrenched to level 2
  • The fleet must pass through two adjacent water regions to trigger the fire [see Savannah, Charleston, Quebec].

I'll look at the 'water' near Detroit...


It gets confusing between games sometimes! I thought WiA only had entrenchment level 1?

Cheers, Chris

Posted: Sat Oct 04, 2008 12:13 pm
by lodilefty
Hobbes wrote:It gets confusing between games sometimes! I thought WiA only had entrenchment level 1?

Cheers, Chris


Hehe, it used to ;)

Max 2 now if artillery is in stack....

Posted: Sat Oct 04, 2008 1:49 pm
by Flop
Pocus wrote:Hi there,

This was not a bug per se. In case of siege, all troops are automatically unloaded from ships, as not doing so can be rather dangerous if a battle ensue.

The next version will give you the option between the previous behavior and the new one (which is to not unload the troops). If you want to risk an evacuation, with troops stranded on board, then you have to use the Evade Fight order for the fleet. Know that as there are a delay in days (from 0 to 8) before a fleet move for real, it is very dangerous if an assault happen... Take your chance :)


I think it sounds like a good solution. In my game, I was very much willing to risk it, since my army was as good as dead anyway, if it stayed in New York (how was I to know it was as good as dead in Philly as well).


Philadelphia was the Capital, which in all games carries high points for loss or capture....


Well, I guess that shows what I know. :)

In all honesty, American history isn't one of my strong points although I do find it very interesting. But it's not just the Philadelphia thing. I'm also having trouble with figuring out how much FE I need for the French to intervene in the War of Indepence scenario (it seems it's a different number from scenario to scenario?) and other stuff like that. A few more tooltips or something would've been nice.

I'm not complaining, mind you. I'm having a great time figuring these things out, but it does mean that a "trial game" or two are necessary before I seriously try to play a campaign.

Posted: Sun Oct 05, 2008 7:49 am
by Gray_Lensman
deleted

Posted: Sun Oct 05, 2008 10:45 am
by lodilefty
:thumbsup: :D