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Two questions
Posted: Sun Apr 20, 2008 11:49 am
by Inside686
Hi, I have a couple of question to ask:
Fist one:
As you can see, in Winchester the rebs fully control the region, in theory the US stack which is also in this region should automatically switch its posture to attack. So why didn't it attack Johnson when it moved into Winchester region then?
Second one:
Why can't I build a despot in this city with my transport ships (the button remain disabled)?

Posted: Sun Apr 20, 2008 12:06 pm
by HMSWarspite
2: because it looks like the boats are in the adjacent river not the city. Move them in to the city (you will get a 'docked alongside' icon on the boats
Posted: Sun Apr 20, 2008 12:37 pm
by soloswolf
1: Depending on the delay option you selected, a few extra days could be added before the two forces engage one another.
Also, it's not automatic that they will find one another. As long as you have the ZoC so that they can't scoot by you, you will find each other eventually.
Posted: Sun Apr 20, 2008 12:51 pm
by GShock
1) The Union Stack can be there either after combat (beaten but not so bad to push it out of the region) or because it entered in passive mode (stack composed of all-support or all-cav units can enter regions without switching to offensive posture), or because you entered in passive mode (impossible in this case because you would be unable to achieve any MC at all).
At the end of the present turn it is more than likely that combat will occur between these 2 stacks. a) The union army will start losing cohesion and supplies because it's in a zone where supplies can't pass. AI will decide whether to leave the region in passive posture or...attack. If it stays, provided it's not an all-support/all cav stack it will autoswitch to offensive. Thereupon Johnston will grind it into dust. Ashes to ashes, dust to dust.
2) Harbor cities already are depots.
Posted: Sun Apr 20, 2008 1:11 pm
by arsan
GShock wrote:2) Harbor cities already are depots.
They are not. Some have depot some not. You can see on the image this one does not have depot (no wooden floor in the center of the city, under the cannon balls).
About the no build depot availible...
Maybe the transports are too damaged?
and... do you have 2 transport units (no elements)??
I suppose you have enough Military control of the region (+50%), don't you?
About the first picture... maybe the union stack is on evade combat
Regards
Posted: Sun Apr 20, 2008 2:14 pm
by Inside686
Regarding the first question, soloswolf's answer seems to be the most satisfying.
The union stack has just entered Winchester from an adjacent region and Johnson's corps was already there in defense mode.
GShock, I must disagree with you on
all-support or all-cav units can enter regions without switching to offensive posture
because it's not what I observe. I'm raiding enemy territories with all cavalry stacks and I can assure you they automatically switch to offensive when region is less than 50% CSA controlled.
Regarding the second question, harbor cities can have depots indeed.
I tried to put the ships in the port (closer than that from the city I can't do) and it still doesn't work. Actually the fleet is composed of three 100% health transports and the region is 100% CSA controlled.
Maybe there must be a land unit in the city in order to build the depot? Or maybe there's a bug with this city.
Posted: Sun Apr 20, 2008 2:51 pm
by soloswolf
You should be able to drop them right into the city like any other stack.
AFAIK, you do not need any land units to supplement the transports.
Posted: Sun Apr 20, 2008 3:01 pm
by Inside686
You should be able to drop them right into the city like any other stack
And I did it. It doesn't work (the depot button remains unabled)
Posted: Sun Apr 20, 2008 3:12 pm
by GShock
Paducah TN has no depot and has a port but it's impossible to build a depot with transports or with carts there.
I think the tooltip is misleading basically if you have the carts/transports and the depot can't be built whatever the reason it's the same.

Posted: Sun Apr 20, 2008 3:13 pm
by soloswolf
Maybe you can't build structures in swamp regions?
Posted: Sun Apr 20, 2008 3:17 pm
by HMSWarspite
Inside686 wrote:And I did it. It doesn't work (the depot button remains unabled)
It will take 1 day travel to dock, so you have to run the turn after sending them to the city. Also best to aim well in land in the region, doesn't have to be in aimed at the city I find. If you have a docked icon and then you can't build depot, I am lost. The pictured fleet is not in the city.
Posted: Sun Apr 20, 2008 3:25 pm
by arsan
GShock wrote:Paducah TN has no depot and has a port but it's impossible to build a depot with transports or with carts there.
I think the tooltip is misleading basically if you have the carts/transports and the depot can't be built whatever the reason it's the same.
I built a depot on Paducah (KY i think, not TN. Are there two Paducahs??) on my last campaign as the USA
With transports if i remember correctly.
Posted: Sun Apr 20, 2008 3:27 pm
by arsan
Inside686 wrote: Actually the fleet is composed of three 100% health transports and the region is 100% CSA controlled.
Maybe there must be a land unit in the city in order to build the depot? Or maybe there's a bug with this city.
Another possibility... the two transports used to build the depot should be on the same stack i think... its this the case??
Posted: Sun Apr 20, 2008 5:59 pm
by Inside686
@HMSWarspite & arsan
I tried thoses things, it doesn't work.

leure:
Posted: Sun Apr 20, 2008 6:02 pm
by soloswolf
Anyone know about the swamp factor?
Posted: Sun Apr 20, 2008 7:16 pm
by Primasprit
I cannot reproduce the problem.
Building a depot in this region, using two transport ships, works fine for me.
Cheers
Norbert
Posted: Sun Apr 20, 2008 7:18 pm
by Primasprit
soloswolf wrote:Anyone know about the swamp factor?
The terrain type has no influence whether a depot can be built or not.
Cheers
Norbert
Posted: Sun Apr 20, 2008 7:39 pm
by Inside686
Ok guys, I think I've found the problem: one of the two transports in the stack had only 2 elements and not 4. It seems that only transports (and maybe supplirs) composed by 4 element can take part in depot building.

Posted: Sun Apr 20, 2008 7:51 pm
by Brochgale
Inside686 wrote:Ok guys, I think I've found the problem: one of the two transports in the stack had only 2 elements and not 4. It seems that only transports (and maybe supplirs) composed by 4 element can take part in depot building.
I used 4 transports with 2 elements each to build a depot - but only in regions with over 50% control. If any of transports are damaged then build depot does not work or at least it didn't when I tried it.
I noticed that on a previous game supply would not build depot unless they were at 100% strength.
Posted: Sun Apr 20, 2008 7:55 pm
by Inside686
So it must be 8 elements, I was trying with 6 (4+2).
Posted: Sun Apr 20, 2008 8:16 pm
by Primasprit
You need a group with 2 units, health >= 50%
It's not necessary that they contain 8 elements.
Posted: Sun Apr 20, 2008 9:38 pm
by Inside686
Thank you Primasprit... then it's very strange.
Posted: Sun Apr 20, 2008 9:49 pm
by Primasprit
If you like, you can send me your saved game with the strange depot-behaviour to
support@ageod.com, with a reference to this thread and my name (that the others of the support team are not confused

), and I take a look what's going on.
Cheers
Norbert
Posted: Sun Apr 20, 2008 10:31 pm
by Brochgale
Inside686 wrote:So it must be 8 elements, I was trying with 6 (4+2).
I figure it takes 8 fully healthy units - it just has not worked with less