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new guy reporting

Posted: Tue Aug 19, 2008 12:57 pm
by tonedog
hi guys, ive just bought NC's and i thought id pop in and say hello. im plannin on spendin the next couple of weeks learnin the game before cuttin my teeth on a MP game against one of u would be napoleons.

got a question about some settings, in particular the activation and delayed commitment rules.

what do the vast majority of players here set these rules at? also most people tick regroup armies as well?

cheers

Posted: Tue Aug 19, 2008 1:21 pm
by PhilThib
Welcome :indien:

Posted: Tue Aug 19, 2008 1:48 pm
by arsan
Hi!
I can only speak by myself, but what i use is:

- Activation: the standard (middle one). You can't act offensively unless activated, but can move albeit slowly. I have to try the hard one someday to see if i'm grognard enough! :niark:

- Commitment delay rules: i use the second shortest one (i think is the default).
Its not too frustrating (just a little :niark :) and gives faily common realist "shit can happen" results where some of your corps on a region don't arrive in time for a battle ad leave the others to fight by themselves. No plan is perfect! :bonk:
If you want more control, and to know always who is going to fight use the no commitment delay at all.

- Reagroup armies: yes i always tick these on all AGEOD games. Things look tidier and clearer that way to me.
Of course this is only a visual thing. Different stacks don't get merged, they just show as one stack on map, but you can have several tabs per region.

Regards

Posted: Tue Aug 19, 2008 6:42 pm
by jastaV
Welcome!

- As regard setting see this thread:
http://www.ageod-forum.com/showthread.php?t=9741
There I illustrated my preferred settings for AGEod games.

- BTW, may be we have troubles with DElayed Committement:
http://www.ageod-forum.com/showthread.php?t=9961
......it's to be further investigated indeed!

May be you'll not need to 2 weeks before going after your first scenery: the details of rules are quite complex but game interface is simple.playing a scenery is best way to learn game basic concepts!

Regards
JastaV

Posted: Fri Aug 22, 2008 2:44 pm
by tonedog
got another question so may as well post it here. does anyone have any info on all the types of specialist units, sappers etc? i cant find any info on what they all do in the manual.

plus, do u attach these special units to divs or just leave them at corp level?

thanks in advance

Posted: Fri Aug 22, 2008 3:03 pm
by arsan
Hi!
Sappers help on sieges (they have a special ability for it. Check to icon tooltip)
Medical units, as on AACW, help recover cohesion faster. I think this is also explained on the special ability icon.
Can't remember any more special units right now. Please, tell me if there are any more you want to know.
Both kinds (sappeurs and medical units) will help the whole stack they are in.
No need to be on a division
Regards

Posted: Sun Aug 24, 2008 11:45 am
by tonedog
ok i just had something really annoying just happen, well 2 things actually.

1 - im playin the austerlitz scenario as the french. i thought all i had to do was move the army hq unit and all the attached corps would move with it as long as i clicked syncronize. well it didnt happen, i checked all the leaders and they were all active but the only unit that moved was nappy, the rest all stayed behind.

2 - i had saved my previous turn yesterday so that if this happened i could juts reload it and try it again. well my turn from yesterday has vanished, so im gonna have to start all over again which is very annoyin. ive never known a game to have such a messy save game system.

Posted: Sun Aug 24, 2008 11:55 am
by Gray_Lensman
deleted

Posted: Sun Aug 24, 2008 1:35 pm
by tonedog
ok i stand corrected on the save game issue :bonk:

now about those corps? why didnt they all move with the hq unit, or is the tutorial wrong about that and they must all be moved manually?

Posted: Sun Aug 24, 2008 2:42 pm
by arsan
It works OK for me :bonk:
You select the HQ stack, press sincro move and then drag and drop the stack where you want. All the corps on the same area will move together with the HQ.
Maybe the corps where on different areas?

Posted: Mon Sep 08, 2008 12:08 pm
by tonedog
whats the deal with river crossings in NC? im tryin to move a corp over a frozen river but its sayin one the units cant enter. is there a rule about certain units not bein able to cross frozen rivers?

this leads to my 2nd question, why would such a rule be in place? surely rivers in NC have bridges so what does it matter if its frozen or not?

Posted: Mon Sep 08, 2008 9:28 pm
by Gray_Lensman
deleted

Posted: Tue Sep 09, 2008 10:08 pm
by tonedog
ok my corp is in Cottbus and im tryin to move to Kustrin which takes me through the Frankfurt an der oder region.

when i break the corp down to divs i can cross ok so it must be due to weight. the heaviest div i have is 19 and it can cross ok so what is the rule regarding weight and river crossing?

does weather affect it, do different river crossing regions have differents weight restrictions?

Posted: Sat Sep 13, 2008 12:08 pm
by tonedog
anyone?

Posted: Sat Sep 13, 2008 3:23 pm
by Rafiki
To my knowledge, river crossings don't have weight restrictions. I imagine that there are different kinds of river crossings, and that there are some (one?) of your units that is unable to cross at given places.

Posted: Sun Sep 14, 2008 11:50 pm
by tonedog
ok very confused now, the guy in the last post said there are weight restrictions and your sayin you dont think there!

hasnt the situation i explained above happened to anyone else or is this a bug?

Posted: Sun Sep 14, 2008 11:59 pm
by Gray_Lensman
deleted