Pocus wrote:for now this is a code limitation, but there is also the big problem of force pool here, with the captured unit bypassing any force pool limitation.
Pocus wrote:the count is for each state and by unit category, by essence a captured unit can't be counted into one of your native category.
joram wrote:LOL Montbrun. I didn't even know you could capture those.
I had two slightly different events that happened last night that I'll share. For the first time I captured a somewhat useable artillery piece. I think I caught it alone and captured the whole thing intact. That's nice but how often does that happen?
I also captured another piece that was just being built. When I captured it it stayed locked. I couldn't move it, add to it, or anything. Just seems a little silly.
I'll admit this is all minor in an otherwise grand game but just am bringing it up cause it'd be nice to see some useful improvement come to captured equipment.
Le Ricain wrote:I also captured a unit (siege art) that was being built. The tool tip said that it would be ready in four turns and sure enough after four turns it was ready and able to be moved.
I think that the exception is when you capture the CSN Frigate (CSN Crocket, I believe is the name) which is being built in one of Mississppi river ports. When the ship's construction is finished, you can not move it.
Pocus wrote:why the CSS Crocket can't be moved?
Pocus wrote:but the last couple of patches changed the eligible harbors so that ocean going ships can't be produced in such location. Normally you should not have the problem anymore.
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