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Problem solved: ridiculous long time to get from one region to the next

Posted: Sat Dec 29, 2007 5:05 pm
by whitewolf1981
The screenshot is attached: moving Beauregard from Loudon, VA to Frederick, MD will take (hold your breath now) 175 days.

I guess this were funny ... if Beauregard's corps weren't stuck! :8o: As in, it takes more than 100 days for it to get to *any* other region. And it's a condition that has lasted for several turns, since I've seen it a few turns before as well (but hoped it would go away).

I have also made a save, if anyone is interested.


Second edit: This is not military control/loyalty-related. Going to the Virginia region below Loudon, VA (which is controlled by me) will take 120 days, according to the tooltip.

Posted: Sat Dec 29, 2007 5:16 pm
by lodilefty
whitewolf1981 wrote:The screenshot is attached: moving Beauregard from Loudon, VA to Frederick, MD will take (hold your breath now) 175 days. This is not a typo.

I guess this were funny ... if Beauregard's army weren't stuck! :8o: As in, it takes more than 120 days for it to get to *any* other region. And it's a condition that has lasted for several turns, since I've seen it a few turns before as well (but hoped it would go away).

I have also made a save, if anyone is interested.


Does his army contain a fort battery (captured or otherwise)? (The ones that show the 'emplaced' symbol) These beasties will give you that kind of movement unless they are transported by rail or ship.....

Posted: Sat Dec 29, 2007 5:36 pm
by Stwa
lodilefty wrote:Does his army contain a fort battery (captured or otherwise)? (The ones that show the 'emplaced' symbol) These beasties will give you that kind of movement unless they are transported by rail or ship.....


Also, he might wan't to check and be sure he doesn't have any ironclads or enemy brigades in his stack.. :sourcil:

Sometime busy roads or rails, might produce a longer than normal movement situation?

Posted: Sat Dec 29, 2007 6:02 pm
by lodilefty
Stwa wrote:Also, he might wan't to check and be sure he doesn't have any ironclads or enemy brigades in his stack.. :sourcil:

Sometime busy roads or rails, might produce a longer than normal movement situation?


I'm not aware of 'busy roads' in AACW, but even so, this order of magnitude has always been 'oops, I've got fort guns in there'. Like when I tried to move the Sumter battery..... :bonk:

...and yes Stwa, you ARE somewhat deranged..... :tournepas

Posted: Sat Dec 29, 2007 6:17 pm
by arsan
I think lodilefty is right.
Fixed fort guns are not immobile, but very difficult to move, specially in winter/mud conditions :siffle:

Whitewolf: check your stack and divisions and drop any fixed guns yo find inside. If you separate them form your army, you can move them slowly, but at reasonably speed by rail/river and deploy them somewhere usefully.
When i capture the Alexandria fort guns as the CSA they usually go to Norfolk. By rail/river it takes a couple turns.

Cheers!

Posted: Sat Dec 29, 2007 7:08 pm
by whitewolf1981
You were right; darned fort artillery!

PGT Beauregard sends thanks, and so do I :niark: .

Posted: Sat Dec 29, 2007 7:29 pm
by lodilefty
whitewolf1981 wrote:You were right; darned fort artillery!

PGT Beauregard sends thanks, and so do I :niark: .


... and welcome to a VERY large club.... :bonk:

Posted: Sat Dec 29, 2007 8:09 pm
by berto
The more I play this game, the more I am impressed with: when seemingly strange or baffling things happen, they usually happen for good, if sometimes obscure, reason.

Not to say that at other times, strangeness is not due to bugs. :siffle:

But overall, what a satisfyingly deep and "realistic" simulation AACW is!