jimwinsor
General of the Army
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Joined: Sat Apr 14, 2007 7:07 am
Location: San Diego, CA USA

More Kentucky Questions

Fri Jul 06, 2007 3:30 am

The Kentucky events are a constant mystery to me; I seem to accidentally invade Kentucky practically every game I play.

In my last game, I had an activated CSA Kentucky militia...and I moved it to Lexington. And I held my breath and...nothing happened!

So aha, I think...it's ok to move Kentucky troops in Kentucky, and not have it be an invasion (at least I think)...hmm, good to know.

A turn later, I decide to be bold again, and move the same militia to Union held Bowling Green. Again, no invasion, yay!

The turn after that, I move a CSA Kentucky conscript within Kentucky. It USED to be a militia, but it trained up. BOOM...Aaaargh! "CSA Invades Kentucky!!!"

Sigh. :(

Rats. OK, now there are two explanations for this, I think: 1) moving a Ky non-militia within Ky will trigger invasion (but "pure" militia ok?); and/or 2) the militia I moved to Bowling Green began siege operations against the Union Ky militia stationed there...might that trigger invasion?

Kentucky activation...please help, I MUST unlock it's mysteries! :cwboy:
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pasternakski
Colonel
Posts: 341
Joined: Fri Feb 24, 2006 6:50 pm

Fri Jul 06, 2007 4:17 am

Yeah, you know? A thorough explanation is called for here.

Thanks, Jim, for expressing the confusion so clearly ... errr ... you know what I mean ...

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Hobbes
Posts: 4438
Joined: Sat Mar 11, 2006 12:18 am
Location: UK

Fri Jul 06, 2007 6:43 am

I agree! It's very confusing.

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PhilThib
Posts: 13705
Joined: Tue Oct 18, 2005 5:21 pm
Location: Meylan (France)

Fri Jul 06, 2007 8:53 am

Currently the event(s) are supposed to work rather simply (even if they don't apparently).

* KY secedes: chance to happen is 10%, till it goes neutral (see below) or 1862. Condition: CSA morale must be higher than USA.

* KY neutral: if it does not secede before or automatic by mid 1862. Neutrality influenced by presence of troops at the border. If CSA masses roughly 5-6 bdes, 25% each turn that it goes neutral (in other words if you want it to secede, don't mass troops nearby). If USA, needs 4-5 bdes max and 35% chances to happen (Dick robinson increases chance too).

* Invasion: the invasion is ONLY triggered by an attack of one camp on the KY militia units of the other side. Nothing else...
- the said militias are supposed to be permanently locked, so you should not be able to move them at all (if so, a bug!).
- attack does not check the type or quality of the attacker, only the target. So what you have seen with KY militias attacking opposing KY militias and doing nothing is a bug :tournepas

In such a case, we may need the saves to support@ageod.com

Thanks :coeurs:

jimwinsor
General of the Army
Posts: 631
Joined: Sat Apr 14, 2007 7:07 am
Location: San Diego, CA USA

Fri Jul 06, 2007 2:49 pm

OK; the Ky militia I was moving in Ky were ones that I built. A few are available for building, and once ready, are unlocked.

So, I suppose then the start of a siege qualifies as an "attack?"
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Pocus
Posts: 25673
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Location: Lyon (France)

Sat Jul 07, 2007 6:36 am

UPDATE: Primasprite (AACW beta tester and a good modder) is willing to look at these issues. You can send him saved games showing these at:

kentuckyevents@gmx.de

Thanks.
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