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A couple of questions

Posted: Fri Jul 04, 2008 6:21 pm
by Hobbes
Can cavalry only charge in clear terrain?

Also how does march to the sound of the guns work in BoAII?. It is not mentioned in the manual but for 16.1.2 (effects of military control).
Units can support units in other regions in BoAII?

Cheers, Chris

Posted: Fri Jul 04, 2008 6:45 pm
by GlobalExplorer
I also add some questions:

- can units be is merged with commanders? I see there appear such units but see no way how to do it

- why cant I move ships through the river south of Montreal ?

- why are units locked for no apparent reasons (standing at a structure) ?

- I was taking huge losses to ships when I moved them in January towards Halifax, and there was no message why

- what exactly are EP's? Are they some sort of "currency" and is it ok if I spend them all ?

Posted: Fri Jul 04, 2008 11:43 pm
by GlobalExplorer
While I had an absolutely fantastic campaign so far, I have some problems with the interface.

The expeditionary forces are big armies and managing them is overkill. Especially since CP's for German units is tripled if there are no appropriate Anglo german commanders in the stack. I ended up creating separate german and a british main armies, which worked well, but compared with ACW's divisions force management still remains a big problem. I get to a point where my head cracks under all the things I have to keep in mind, especially as the UI has always been somewhat fiddly in that respect.

Why is there no way to assign units to a commander as in ACW (+) ? There are some units which are already assigned/merged to their commander, so why is there no such option to do that myself? I really miss that feature!

I have also seen the game inexplicably lock whole stacks which - on the march somewhere in Canada at the beginning of winter - leads to a catastrophe, is there some way to prevent this?

I consider myself a veteran who can handle it - grudgingly - but I don't think the average gamer will - somethink to think about when ppl will again be writing these devastating reviews (see amazon).

Anyway, not complaining the game is great, though the interface is far from perfect imo.

Posted: Sat Jul 05, 2008 12:24 am
by FM WarB
[quote="GlobalExplorer"]I also add some questions:

- can units be is merged with commanders? I see there appear such units but see no way how to do it
QUOTE]

Dont tell me there are still all those Geman units merged with commanders!

I knew we were not going to get ACW or NCP command rules, but German unit/leader single units happened in BoA because originally there was no anglo-german command ability.

Is there still only one 3 star General on map per side, and if so, can this be changed via mod?

Posted: Sat Jul 05, 2008 12:34 am
by GlobalExplorer
Imo it would all be no problem imo if units could be merged up to the commanders CP's, but it's probably not programmed that way. Dissappointing, because the system in ACW was very good once you knew how it worked.

Posted: Sat Jul 05, 2008 12:35 am
by lodilefty
GlobalExplorer wrote:<snip>
I have also seen the game inexplicably lock whole stacks which - on the march somewhere in Canada at the beginning of winter - leads to a catastrophe, is there some way to prevent this?

<snip>.



Take a look at your Main Menu Options, and set your Activation rule [under Options - Game] to the second {middle} choice.

It appears that somehow the default ended up as the third choice, which will often lock a leader that fails his activaton role. :siffle:

I think this also can cause the misleading 'General X is activated' message, and yet he appears locked because he failed another activation roll...

Posted: Sat Jul 05, 2008 12:37 am
by GlobalExplorer
Thanks I will try this.

Posted: Sat Jul 05, 2008 6:13 am
by Pocus
Yes the default has always been the 'hard choice' in BOA2. Perhaps this should be changed to the BOA1 level. Less frustration to new players.

Posted: Sat Jul 05, 2008 6:16 am
by Drakken
Pocus wrote:Yes the default has always been the 'hard choice' in BOA2. Perhaps this should be changed to the BOA1 level. Less frustration to new players.


Bah, the most frustrating is when a leader becomes locked in the middle of moving between two provinces, thus remaining in the original province. :fleb:

Posted: Sat Jul 05, 2008 9:12 am
by Hobbes
Can anyone answer my original questions before my thread was hijacked? :sourcil:
Cheers, Chris

Posted: Sat Jul 05, 2008 10:43 am
by GShock
Hobby, i don't see how stacks could support one another in WiA since that's a Corps feature of AACW and there's no Corps in WiA...besides u're a tester and u should already know the answer to both your questions :cwboy:

Posted: Sat Jul 05, 2008 12:00 pm
by lodilefty
Hobbes wrote:Can cavalry only charge in clear terrain?

Also how does march to the sound of the guns work in BoAII?. It is not mentioned in the manual but for 16.1.2 (effects of military control).
Units can support units in other regions in BoAII?

Cheers, Chris


I believe that there is no possibility of support in adjacent regions, or March to the Guns. [to me, they are the same]. My understanding is that these require the 'higher level' of command structure that did not exist in that era [nor in the game :nuts: ].
Additionally, the infrastructure in the regions was poorer [slower travel] and communication was limited to somebody on a horse who didn't get lost!

Posted: Sat Jul 05, 2008 12:49 pm
by Hobbes
GShock wrote:Hobby, i don't see how stacks could support one another in WiA since that's a Corps feature of AACW and there's no Corps in WiA...besides u're a tester and u should already know the answer to both your questions :cwboy:


This must be a stray line left in the manual. I only start testing when a game is released or close to release - I just asked for access to the forums.
Cheers, Chris

Posted: Sat Jul 05, 2008 12:53 pm
by lodilefty
Hobbes wrote:This must be a stray line left in the manual. I only start testing when a game is released or close to release - I just asked for access to the forums.
Cheers, Chris


Yes, I'm sure there are 'strays' in the manual... :siffle:

Thanks for your inputs! :king:

Posted: Sat Jul 05, 2008 1:08 pm
by GShock
There are also a few typos both in manual and in the tooltips but i am very happy so far about everything :nuts: Probably everything will be fixed as the patching process starts and the manual needs to be up to date.

Posted: Sat Jul 05, 2008 1:13 pm
by Korrigan
Do not hesitate to use the "Improve WIA forum" if you want to be sure we spot the mistakes you have noticed.

Cheers,

Korrigan

Posted: Sat Jul 05, 2008 1:56 pm
by GShock
Yes, good call by lefty. Am on my way to the first reading of the manual so i can't put in the correction till i'm finished and i see what the game does and what the manual is.

Posted: Sun Jul 06, 2008 1:09 am
by BreckInridge
Question: I couldn't find my "privateer" in the 1755 French and Indian war campaign after taking that military option for twenty EP. Where is located and what does it look like and when does it come? I did get two light warship replacements but no unit. Am I missing something?

Also concur the dammage to ships just moving may be excessive.

Unrelated: you would have thought France would have fought harder for New France. Clearly they gave up 75% of their county's territory in 1 brush war.

Posted: Sun Jul 06, 2008 2:06 am
by lodilefty
Does the ship show up in ledger F1?

edit: it should be in Quebec or Louisbourg....

Posted: Sun Jul 06, 2008 4:07 am
by BreckInridge
Just chose the option again. Could not find the boat(s), on the ledger or map. Again recieved the two light warship replacements. I am assuming the british have a merchant fleet to generate EP?

I guess the regular fleet can be put in the Naval box when it appears in 1760? Would putting your transports in there help until then?

Posted: Sun Jul 06, 2008 11:09 am
by GlobalExplorer
I am playing the british in the independence campaign, and it seems it is not possible to move units without taking losses. This goes for both land and sea movement. I also have problems understanding the supply system. I control nearly all ports but my troups are always starving.

Posted: Sun Jul 06, 2008 12:11 pm
by Hobbes
Hi GE, a good way to learn is to play a dummy game and test movement in different terrains and see what losses you take. You should not be losing many troops if the weather is good and you are moving in civilised areas with roads. As you get into harsher terrain and weather the loses will soar. In wild or mountainous regions it is suicidal to spend much time outside of a region with a structure in winter and even in summer you should take at least one supply wagon. Try and move through or adjacent to friendly structures whenever possible. (Well this was true of BoAI at least :sourcil: )

Cheers, Chris

Posted: Sun Jul 06, 2008 12:19 pm
by lodilefty
Also, unlike AACW, most of the terrain in WIA does NOT have roads or tracks. This will slow you down and increase losses.

Note: I believe that AACW would see this behavior if more of it's map was without tracks and roads. Historically, 1776 saw pretty wild country, that was heavily settled with infrastructure by 1861...

Having said all this, I'm sure that losses during movement will be reexamined! :)

Posted: Sun Jul 06, 2008 12:39 pm
by lodilefty
BreckInridge wrote:Just chose the option again. Could not find the boat(s), on the ledger or map. Again recieved the two light warship replacements. I am assuming the british have a merchant fleet to generate EP?

I guess the regular fleet can be put in the Naval box when it appears in 1760? Would putting your transports in there help until then?


Can you post the 'scriptreport.txt' [found in \WIA\Scripts]? Please post the version right after you have executed the turn and are seeing replacements but no ship...

Yes, British have merchants generating EP :)
Any fighting ship can disrupt the trade routes.
AFAIK, transports have no effect in shipping boxes.

Whoops!

Posted: Sun Jul 06, 2008 1:21 pm
by lodilefty
lodilefty wrote:Can you post the 'scriptreport.txt' [found in \WIA\Scripts]? Please post the version right after you have executed the turn and are seeing replacements but no ship...

Yes, British have merchants generating EP :)
Any fighting ship can disrupt the trade routes.
AFAIK, transports have no effect in shipping boxes.


Never mind! I found it!
The event was trying to create a unit that doesn't exist. :( :bonk:
Will fix.

Thanks! :)

Posted: Sun Jul 06, 2008 9:09 pm
by Carnium
- why is loyalty described as Rebel vs Tory in all scenarios ? Engine limitation ?
- where can I see the total casualties during the scenario(s) ( I love numbers and statistic in war games ) ?
- Don Bernado Galvez scenario will crash if you click on the "event" messages - there is no text linked to events (playing Spanish side)
- Pequot war --- Britain is unbelievable passive and all you need to win it (with natives) is to .. do nothing :king:

That is all .. for now.

Posted: Sun Jul 06, 2008 9:16 pm
by GlobalExplorer
Carnium wrote:- why is loyalty described as Rebel vs Tory in all scenarios ? Engine limitation ?


You mean it is like that in the French Indian War??

Carnium wrote:- where can I see the total casualties during the scenario(s) ( I love numbers and statistic in war games ) ?


I would like to see that too, like in ACW where you could see the current number of casualties and prisoners. I knew I was doing well when the numbers were in my favor, not like in reality where the numbers were about even.

Don't forget that losses through attrition should also appear. I often destroy whole armies in cauldrons (up to a hundred thousand men in ACW lol) and the number of disbanded troops seems to appear nowhere, as if that werent important!

Posted: Sun Jul 06, 2008 9:36 pm
by lodilefty
Carnium wrote:- why is loyalty described as Rebel vs Tory in all scenarios ? Engine limitation ?
- where can I see the total casualties during the scenario(s) ( I love numbers and statistic in war games ) ?
- Don Bernado Galvez scenario will crash if you click on the "event" messages - there is no text linked to events (playing Spanish side)
- Pequot war --- Britain is unbelievable passive and all you need to win it (with natives) is to .. do nothing :king:

That is all .. for now.


Which scenes are showing the Rebel/Tory? AWI should, and it should be off {no Loyalty rule} in FIW...

I don't think we have a scenario total report - yet. :siffle:

Could you attach a save file that is doing this?

Interesting. GBR AI kicked me all over the map. What settings are you using for the AI?

Posted: Sun Jul 06, 2008 11:19 pm
by Carnium
lodilefty wrote:Which scenes are showing the Rebel/Tory? AWI should, and it should be off {no Loyalty rule} in FIW...

I don't think we have a scenario total report - yet. :siffle:

Could you attach a save file that is doing this?

Interesting. GBR AI kicked me all over the map. What settings are you using for the AI?



- Don Bernado Galvez scenario has the loyalty still on - not all
- Screen where crash occurs is also included
- default settings - will replay and report back

Posted: Mon Jul 07, 2008 1:12 am
by lodilefty
Carnium wrote:- Don Bernado Galvez scenario has the loyalty still on - not all
- Screen where crash occurs is also included
- default settings - will replay and report back


Galvez should have Loyalty as shown. AFAIK engine limitation precludes it saying 'Spanish'.....
...but Spain was allied with the Rebels..

Does the game continue after the screen shot? That in itself is not a crash, just another pesky missing text string... :(