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TheDoctorKing
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Useless captured supply units

Wed Jan 05, 2011 3:08 am

I've been capturing dozens of supply units from various White armies in my game. You would think this was a good thing, but I don't seem to be able to give them any replacements. They look like regular Red units. They all show heavily damaged, but when I look at my replacement screen the number of hits on supply units is quite low. I bought a pile of supply replacement points but my captured supply units don't seem to be taking up any replacements. I don't know how much supply they can carry but it doesn't look like they can take on a full load. I'm assuming that their carrying capacity is lower either in proportion to the amount of damage they've taken or perhaps because individual elements within the unit (there are 4 elements in a normal supply unit) have been destroyed. And can't be replaced...

Since the new patch makes it impossible to build forts or depots with damaged units (apparently?), these guys are pretty useless. Can we fix this in an upcoming patch? Either they should be regular red units or they should have some other status so you can buy replacements for them. Or there should be something you can do with them. Right now, I'm sending them around to my various fortified positions in hopes they will keep them from surrendering.
Stewart King

"There is no substitute for victory"

Depends on how you define victory.

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SEPRUS
Posts: 232
Joined: Thu Jan 01, 1970 1:00 am

Wed Jan 05, 2011 10:41 am

This is a problem that is in the AGE engine since the start. Captured units have the tag of enemy units, so can't get your replacements. I'll ask Ageod if something can be done to work around that.

BreckInridge
Corporal
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Location: Houston, Tx

Wed Jan 05, 2011 2:21 pm

At one time in ACW, captured units very slowly recovered. Then this stopped. Maybe this effect can be restored?

An alternative would be to get wsu, or replacements if you broke the unit down.

AT LEAST, remove the victory point penalty for dissolving such units.

But don't take capturing away, it gives a great mental satisfaction.

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Pocus
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Location: Lyon (France)

Wed Jan 05, 2011 5:48 pm

Eric (SEP.RUS) told me about the problem. I admit that this is a problem, that is there since quite some time. So as a work around, elements that are not native to your faction (i.e captured units with wrong faction tag) now can get, with a probability of 20% per turn, a turn where they get back hits for free.

I will appreciate feedback if this is too low or too high. I tend to think this is already generous :)

This phenomena has never been there Breckinridge, even in AACW, but perhaps you mistake that with BOA1 where replacing hits is free, as long you are supplied?

This work around will apply to all games, as it fixes a long standing issue... Unless a crowd is against it!
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Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

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caranorn
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Location: Luxembourg

Wed Jan 05, 2011 6:55 pm

Pocus wrote:Eric (SEP.RUS) told me about the problem. I admit that this is a problem, that is there since quite some time. So as a work around, elements that are not native to your faction (i.e captured units with wrong faction tag) now can get, with a probability of 20% per turn, a turn where they get back hits for free.

I will appreciate feedback if this is too low or too high. I tend to think this is already generous :)

This phenomena has never been there Breckinridge, even in AACW, but perhaps you mistake that with BOA1 where replacing hits is free, as long you are supplied?

This work around will apply to all games, as it fixes a long standing issue... Unless a crowd is against it!


Can I be the crowd? I'd rather see a way to disband captured supply and artillery units and receive their built cost obviously in proportion to the current strength of the unit) minus manpower. At least for AACW, RoP and RuS...
Marc aka Caran...

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TheDoctorKing
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Location: Portland Oregon

Thu Jan 06, 2011 2:53 am

I have to say I'd prefer to be able to disband them without victory point penalty for the WSU and rubles. But if that wouldn't work then having a mechanism for them to recover ultimately would be good too.

One big problem in the particular circumstances of RUS is that the captured units (since they are damaged) can't be used to build depots or forts. If that (relatively recent) change were rolled back, so damaged units could once again be used for forts and depots, that would also make me happy. Most of the supply units I build go into extending my depot network anyway, especially in RUS with the huge distances we have to cover.
Stewart King



"There is no substitute for victory"



Depends on how you define victory.



[SIGPIC][/SIGPIC]

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Pocus
Posts: 25673
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Location: Lyon (France)

Thu Jan 06, 2011 2:17 pm

This work around won't prevent a new special order, but this is much longer to do, code-wise.
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Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

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Narwhal
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Location: Paris

Thu Jan 06, 2011 2:41 pm

I don't like the work-around much either, because it means that in some circumstances "captured" supply are now better than not captured, due to them being healed for free.

But the main problem is just that it is not "realistic" to have units "healed" for free. I would prefer being able to disolve them, or to "transform" them into units of MY nationality.

Baris
AGEod Guard of Honor
Posts: 1945
Joined: Fri Apr 16, 2010 9:50 pm

Fri Jan 07, 2011 2:20 am

I recently captured 105m(2),155m and a depleted position battery in 1 battle from reds. As some artilery can not be built without arms factory disbanding without penalty will just give you more war supplies if intent is to return the build cost to the pool. But there is not war supply shortage in the game, I have 320 in 1919 late june and didnt advance much.

it is a good idea to recover foreign captured units hitpoints with a probability of 20% per turn.

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TheDoctorKing
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Location: Portland Oregon

Fri Jan 07, 2011 2:35 am

Why not just make them "your" units? Why does there have to be a difference between captured and non-captured units? Especially in RUS when both sides were using pretty much the same equipment (except for stuff the Whites got from the Entente, I guess).
Stewart King



"There is no substitute for victory"



Depends on how you define victory.



[SIGPIC][/SIGPIC]

Baris
AGEod Guard of Honor
Posts: 1945
Joined: Fri Apr 16, 2010 9:50 pm

Fri Jan 07, 2011 2:52 am

TheDoctorKing wrote:Why not just make them "your" units? Why does there have to be a difference between captured and non-captured units? Especially in RUS when both sides were using pretty much the same equipment (except for stuff the Whites got from the Entente, I guess).


Yes it is better and more realistic. Southern White have same artillery types as reds except position battery. It is the strongest artillery using "field" artilery replacement but not so much mobile. Another problem it should use heavy artilery replacements. It should be expensive to replace that unit.

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Narwhal
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Fri Jan 07, 2011 9:49 am

In my opinion, two new buttons should appear :

- Dissolve unit (makes it give ressource back)

- Convert unit - for a small cost in ressource : the unit become one of your nationality - if the equivalent exists.

I understand this takes some time to code (the 2nd might even NOT be possible), so meanwhile the 20% thingie is ok, I suppose.

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