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Two Questions?

Posted: Thu Apr 12, 2007 2:13 pm
by Frank
Hi

i have two short questions?

1.) Which ships can i use as blockade runners. Only light ships or brigs too?

2.) As the South when can i build ironclads?

Thanks
Frank

BTW
Congratulation for the entire team for this superb game. Finally a worthy civil war game since "No Greater Glory" was released 16 Years ago. :coeurs:

Posted: Thu Apr 12, 2007 2:32 pm
by Frank E
Frank wrote:Hi

i have two short questions?

1.) Which ships can i use as blockade runners. Only light ships or brigs too?

2.) As the South when can i build ironclads?

Thanks
Frank

BTW
Congratulation for the entire team for this superb game. Finally a worthy civil war game since "No Greater Glory" was released 16 Years ago. :coeurs:


1) Brigs - Just leave then in the blockade box and they'll generate income each turn that they're alive.
2) As soon as you take the Norfolk naval yard.

Posted: Thu Apr 12, 2007 3:29 pm
by Frank
Hi

Thanks, but what is with the other campaigns where i already owned Norfolk from the beginning?

Bye

Frank

Posted: Thu Apr 12, 2007 4:12 pm
by Pocus
an event will trigger and you will have your force pool activated from turn 2 (if not, just tell us!)

Posted: Thu Apr 12, 2007 8:29 pm
by Spharv2
Frank wrote:1.) Which ships can i use as blockade runners. Only light ships or brigs too?


Any oceangoing transport can be used, the brigs are a good choice because they are able to evade action easier. I usually go ahead and send the Richmond transport out at the start too, because the Union blockade isn't that effective yet, and it can transport a bigger quantity. Just don't expect the larger transports to last as long as the smaller ships do.

Posted: Fri Apr 13, 2007 7:37 am
by Frank
Hi

an event will trigger and you will have your force pool activated from turn 2 (if not, just tell us!)


Pocus, the Norfolk1861B event doesn´t work but when you manually delete the following line it will work as inteded: "EvalEvent = evt_nam_CSANorfolk1861;=;0"


Any oceangoing transport can be used, the brigs are a good choice because they are able to evade action easier. I usually go ahead and send the Richmond transport out at the start too, because the Union blockade isn't that effective yet, and it can transport a bigger quantity. Just don't expect the larger transports to last as long as the smaller ships do.


Ok that make sense but when i look at the ship stats a frigate has an evade value of 6 and a brig have only 5. I made a little test with the ´62 campaign. I move the Plymouths Sq. (Which consists of 2 frigates) to the blockade box. Everytime (i made the test 10 times) the frigates are lost in the same turn as they enter the box due combat. When i move a brig into the box they will survive at least the first turn. So evade is not the only value that matter.

I have a few other questions, mayby someone can answer them.

1.) What can i do with engineers and naval engineers. I know that they speed up the repair rate of destroyed railyards but have they also a combat bonus?

2.) What are the Gunboats Squadrons the South have good for. Because you can build no more should i hold them in reserve or commit them when an opportunity arise?

3.) In the Roster screen there is a filter called goods. What are this for units?

Thanks
Frank

Posted: Fri Apr 13, 2007 2:15 pm
by Pocus
What is the scenario where you don't have the ironclads after one turn, I tried with the July 61 setup, and they are added.

About your test, were you simply reverting to a backup or were you recreating a new game? It is normal to have the same outcome, if you reprocess the exact same turn, this is how I can fix bugs :)

Only the evasion value is used, with some adjustements if the stack is small (4 or less unit) or in bad weather, nothing more.

1. engineers are not combat engineers. They can speed up earthworks too. Naval engineers speed up ship building.

2. they have nothing special, except to serve as light escort to transports, or block riverine supply, they can't even bombard efficiently, use them as the patrolers they are (you can also use them as spotter)... there is a problem for now, we have to make some room for them as the buying interface have only one slot left, but you will be able to buy more
in the next update.

3. We plan to add some 'chrome' scenarios with merchandises and cottons, or even contrabands (slaves) units in the future.

Posted: Fri Apr 13, 2007 2:24 pm
by Frank
Hi Pocus

What is the scenario where you don't have the ironclads after one turn, I tried with the July 61 setup, and they are added.


It was the ´62 and ´63 scenario.

About your test, were you simply reverting to a backup or were you recreating a new game? It is normal to have the same outcome, if you reprocess the exact same turn, this is how I can fix bugs


No i started everytime a new game. I made a new test with the ´63 scenario and with the same result.

1. engineers are not combat engineers. They can speed up earthworks too. Naval engineers speed up ship building.


So is it a good idea to put your engineers in your Corps and not in an Army?


Bye
Frank

Posted: Fri Apr 13, 2007 7:19 pm
by Spharv2
Frank wrote:So is it a good idea to put your engineers in your Corps and not in an Army?


I usually join my engineers with a single militia or regular unit and then use them behind the lines to repair lines after cavalry raids. If you have a few of them waiting behind the lines, you can limit the damage done by those raids.

Posted: Fri Apr 13, 2007 7:36 pm
by tc237
On the subject of Engineers,
Do they help with river crossing?
All the USA Engineers in my game have the "Militiaman" ability that helps with Discipline and Cohesion.
Don't see anything about Defensive or Mobility/Counter Mobility type of attributes.

Posted: Fri Apr 13, 2007 8:02 pm
by Pocus
They should have the ability... and they don't have the pontoneer trait either, they are not combat engineers. use marines or sailors for that.

Posted: Fri Apr 13, 2007 8:26 pm
by Pocus
Frank:

1. Monitors: started the 62 campaign, ran a turn, and got the 4 monitors. Can you confirm?

2. Frigate vs Brig: I checked the code, and there is nothing that can help more the brig vs the frigate. The only thing (of importance) is that the Atlantic Blockade Squadron is capable of finding far too much efficiently any ship in the Atlantic blockade box, so the number will be tweaked down (the formula will be adjusted). For now, I suggest you only try to do some blockade running in the Gulf blockade box, things are generally easier there.

3. engineer in a corps: yes good idea. As medical unit.

Posted: Sat Apr 14, 2007 11:47 am
by Frank
Hi Pocus

1. Monitors: started the 62 campaign, ran a turn, and got the 4 monitors. Can you confirm?


Yes when playing the USA but not when playing the South. As the CSA you can build the Ironclads only when you edit the "Norfolk1861B" event as i wrote earlier.