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assaulting structures
Posted: Sun Feb 07, 2010 2:57 am
by captain curruthers
as i understand the combat rules units can storm a structure if they're in a hurry. yet in the game im currently playing units wont storm until the structure is fully breached.is this WAD?
just had a nasty thought! i installed 1.06e earlier today.could this have corrupted ongoing games and if so is there any way to correct it while keeping ongoing games or will i have to delete and start again?

Posted: Sun Feb 07, 2010 12:23 pm
by lodilefty
captain curruthers wrote:as i understand the combat rules units can storm a structure if they're in a hurry. yet in the game im currently playing units wont storm until the structure is fully breached.is this WAD?
just had a nasty thought! i installed 1.06e earlier today.could this have corrupted ongoing games and if so is there any way to correct it while keeping ongoing games or will i have to delete and start again?
The 'breach required' is a rule change from RoP that has appeared now in WIA
Let the community speak! Good change or not?
Posted: Sun Feb 07, 2010 12:29 pm
by arsan
Mmm... it would be OK if it happened just on Fortresses, but considering 95% of the sieges on WIA are just forts or even not walled towns and indian villages i will say it's not a good idea at all
Also, WIA turns are longer (30 days) so sieges will be drawn out too much.
Think about having to wait 30 or 60 days before breaching an Indian village or level 1 colonial town!
Cheers
Posted: Sun Feb 07, 2010 1:40 pm
by captain curruthers
its not just a breach but FULLY breached,meaning 2 breaches for larger structures.
i had a large force under wolfe at quebec with plenty of supply but winter only a couple months away.the intention was to attempt a breach but to storm if winter arrived or supplies ran low.result-4 months of siege,supplies gone,winter in force and only a partial breach with a 2 month march back to my advanced depot.

leure:
this is only one example,ive had others.bad idea especially with the supply situation and short campaign season
in europe defences became an art form of their own and supply was sufficient to besiege for long periods and ,if i remember my history properly,were rarely assualted.the garrison being starved out or surrendering when a practicable breach was made

Posted: Sun Feb 07, 2010 2:21 pm
by lodilefty
OK, it's a bug!
Add to the list

Posted: Sun Feb 07, 2010 2:46 pm
by lodilefty
lodilefty wrote:OK, it's a bug!
Add to the list
Interesting...
extract the attached in your
WIA\Settings folder
with it I can assault at will
another RoP feature [aka missing settings file

] that WIA gets for no added cost

Posted: Sun Feb 07, 2010 3:00 pm
by Carnium
lodilefty wrote:The 'breach required' is a rule change from RoP that has appeared now in WIA

Let the community speak! Good change or not?
If you ever put that "feature" in the game again, then the great Pontiac scenario from Hobbes (and other scenarios featuring mostly natives) would become unplayable.
Posted: Sun Feb 07, 2010 4:08 pm
by lodilefty
Carnium wrote:If you ever put that "feature" in the game again, then the great Pontiac scenario from Hobbes (and other scenarios featuring mostly natives) would become unplayable.
...as will any FIW, Fallen Timbers, Pequot War...
Fear not! It's "out", as it was simply an oversight of including a new settings file....
Posted: Sun Feb 07, 2010 5:13 pm
by captain curruthers
added your quick fix and can now assault structures with just one breach but still cant assault at will.

Posted: Sun Feb 07, 2010 11:17 pm
by lodilefty
captain curruthers wrote:added your quick fix and can now assault structures with just one breach but still cant assault at will.
Is this a saved game from earlier version?
I have no problem with assaults on unbreached forts or fortresses using games started in 1.06e
Posted: Mon Feb 08, 2010 2:11 am
by captain curruthers
its a saved game started with 1.06d.
Posted: Mon Feb 08, 2010 1:07 pm
by lodilefty
please try a new game. I think the 1.06d was messed up
Quick test - star 1759 Annus Mirabilis as GBR and see what Wolfe can do at Quebec
Posted: Mon Feb 08, 2010 2:45 pm
by captain curruthers
just had a nasty thought! i installed 1.06e earlier today.could this have corrupted ongoing games and if so is there any way to correct it while keeping ongoing games or will i have to delete and start again
hold fire lodi,i should finish the game im playing today and will then do a 'clean' install including 1.06e and start a new game.if the problems im experiencing persist after ill post again

Posted: Mon Feb 08, 2010 3:33 pm
by lodilefty
captain curruthers wrote:hold fire lodi,i should finish the game im playing today and will then do a 'clean' install including 1.06e and start a new game.if the problems im experiencing persist after ill post again
Please post if it works OK too!
I prefer knowing fer sure....

Posted: Mon Feb 08, 2010 3:55 pm
by lodilefty
OK no bug here!
I installed the "Paradox version 1.06c" then patched to 1.06e
Under both versions, Assaults on forts and fortresses are WAD [no breach required]
..and did not need the
Game Rules.opt parameters to work properly
So, i suspect the 1.06d beta patch was the culprit. Your new games should work OK under 1.06e

Posted: Tue Feb 09, 2010 1:50 pm
by captain curruthers
reinstalled 1.06c and patched 1.06e.can now assualt structures
on a different note,ive noticed the AI using the evade order when beseiging.isnt that counter intuitive? after all,the idea of a siege is that you 'get in peaples faces' not 'avoid' them.even to stop locals moving around you have to fight not to mention 'patrols'from the fort.

Posted: Tue Feb 09, 2010 6:01 pm
by lodilefty
captain curruthers wrote:reinstalled 1.06c and patched 1.06e.can now assualt structures

on a different note,ive noticed the AI using the evade order when beseiging.isnt that counter intuitive? after all,the idea of a siege is that you 'get in peaples faces' not 'avoid' them.even to stop locals moving around you have to fight not to mention 'patrols'from the fort.
Evade only affects movement. Dunno why it would do it, but it shouldn't affect the siege or any 'sally'...
Posted: Wed Feb 10, 2010 6:34 pm
by Paul Roberts
lodilefty wrote:Interesting...
extract the attached in your
WIA\Settings folder
with it I can assault at will

another RoP feature [aka missing settings file

] that WIA gets for no added cost
I think this post was made after the release of 1.06e. Should we apply this file on top of 1.06e, or is it now included in that patch?
Thanks!
Posted: Wed Feb 10, 2010 6:56 pm
by lodilefty
Paul Roberts wrote:I think this post was made after the release of 1.06e. Should we apply this file on top of 1.06e, or is it now included in that patch?
Thanks!
I think it's in 1.06e, but it doesn't hurt anything to put this one in!
...and before you say it, YES! I'm losing it.....
...whatever "it" is.
