Bertram wrote:This turn has also some cavalry in retreat and avoid mode being attacked and decimated by ranged fire from infantry





) whether it could be interesting for us, scenario creators, to have some kind of specific syntax for city/fort garrisons that would mean (code-wise): permanently-locked + inside city/fort


PhilThib wrote:I am just wondering (thinking out loud here) whether it could be interesting for us, scenario creators, to have some kind of specific syntax for city/fort garrisons that would mean (code-wise): permanently-locked + inside city/fort
That would avoid that strange thing. Also, IMHO, the unlock for a city-garrison should work ONLY in one case: if the city is taken by the enemy and the garrison, for some reason, survives and retreats outside of the city/fort... if not, the garrison should remain inside and locked permanently.
In addition, the new 'command' should be impervious to the SetFixing command (that would also help a lot for events and setups).
To be discussed later on with Pocus when he can find time on his agenda![]()


Gray_Lensman wrote:You raise several interesting points, but I think it should be a separately defined ability and NOT combined with Cavalryman. This would cause problems in AACW (which shares the same game engine) and which already has difficulties with gamey Cavalry raids destroying RRs everywhere and NOT being easily intercepted.
, does simple or advanced mode means different systems used in different ageod games for example rise of prussia,or wars in america(like simple supply or advanced supply)?or earlier implementation of rules? its pretty logical to have only garison in case of attack, and good to have artilery, and garisons size change whether its defending a city or depot.? if i understand correctly,looks complicated than it looks
) or with your supply usage, whatever...
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