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Naval transport ?
Posted: Sat Jan 10, 2009 11:55 pm
by Nerumir
Thanks to explain me the way it should work because I have no clue. Seems Naval convoy order should do something but how ?

Posted: Sun Jan 11, 2009 1:42 am
by comagoosie
IIRC, what I did was move an army to a zone with ships. Then I was able to set where my armies could go on the European coast (I was playing britain at the moment). I didn't know if it worked as either WW1 or my computer crashed.
I don't remember using Naval Convoy...
Posted: Sun Jan 11, 2009 10:25 am
by Bern
This is how I got GB troops to Europe. First move to a port with ships, Then next movement turn, highlight the unit, click on its small naval transport icon in the unit info box and drag the unit to a port on the coast of France. You also need to check the weather - if it is bad in the Channel, it will not move.
Hopefully the draft manual will be out shortly which will make all this clear.
Bern
Posted: Sun Jan 11, 2009 11:18 am
by calvinus
Yesterday night I introduced an improvement:
- good meteo conditions are no more required for naval transports towards friendly harbours
And I added some corrections to the maps of all scenarios:
- Persian Gulf and Red Sea are now adjacent respectively to Mesopotamia and Sinai coasts, so that landing/naval-transports are now allowed
Next official patch will include this stuff...

Nice
Posted: Sun Jan 11, 2009 3:15 pm
by razorbackjac
calvinus wrote:Yesterday night I introduced an improvement:
- good meteo conditions are no more required for naval transports towards friendly harbours
And I added some corrections to the maps of all scenarios:
- Persian Gulf and Red Sea are now adjacent respectively to Mesopotamia and Sinai coasts, so that landing/naval-transports are now allowed
Next official patch will include this stuff...
I like those changes.

Posted: Mon Jan 12, 2009 3:34 pm
by Bern
calvinus wrote:Yesterday night I introduced an improvement:
- good meteo conditions are no more required for naval transports towards friendly harbours
And I added some corrections to the maps of all scenarios:
- Persian Gulf and Red Sea are now adjacent respectively to Mesopotamia and Sinai coasts, so that landing/naval-transports are now allowed
Next official patch will include this stuff...
You know what, I've been thinking more about this. I actually think that it is a great idea to have weather involved in naval stuff. For example, you wouldn't really want to transport a corps with all its equipment, say, across the Channel if the weather is bad = sorry, just my two euros worth
Bern
Posted: Mon Jan 12, 2009 3:48 pm
by calvinus
The original boardgame rules stated the naval transport are forbidden if meteo conditions are prohibitive
only in case of
landing on enemy shores. So I simply introduced an improvement to keep the PC game adherent to the original design...

Posted: Mon Jan 12, 2009 3:49 pm
by ulver1
Given the time scale (2 months) it would be really silly having weather preventing friendly sea transport. (Having bad winter weather prohibited invasions is another matter – there is a reason D-day wasn’t in January)
Posted: Mon Jan 12, 2009 8:58 pm
by Bern
calvinus wrote:The original boardgame rules stated the naval transport are forbidden if meteo conditions are prohibitive
only in case of
landing on enemy shores. So I simply introduced an improvement to keep the PC game adherent to the original design...
Ok fair enough
Bern
Posted: Tue Jan 13, 2009 11:13 pm
by Syagrius
Well, after reading all the posts for naval transport I just can't get the British Indian army from India, so I am unable to have a Mesopotamian campaing. In addition the Corps in Koweit City is considered "isolated" and just dissapear the next turn, I dont get it, it is supplied by the city and port no?
Posted: Wed Jan 14, 2009 8:54 am
by PhilThib
Fixed in last official patch

Posted: Wed Jan 14, 2009 9:59 am
by calvinus
Fixed, but not old savegames, sorry.

Posted: Wed Jan 14, 2009 2:26 pm
by Syagrius
Thanks for the fix! No problems with old saves, I am still experiencing with the game, nothing too much serious yet

Posted: Wed Jan 14, 2009 2:37 pm
by calvinus
If you wish, I can tell you how to add the "adjacency infos" to the .MAP files for all map areas bordering Persian Gulf and Red Sea...

Posted: Wed Jan 14, 2009 2:41 pm
by Syagrius
calvinus wrote:If you wish, I can tell you how to add the "adjacency infos" to the .MAP files for all map areas bordering Persian Gulf and Red Sea...
woa that seems to much technical for me

What adding the info is doing exactly, do we all need to do it?
Posted: Wed Jan 14, 2009 2:47 pm
by calvinus
You will have to integrate your
.MAP file with some additional infos for a few regions...
example:
BeginAreaMap
Id=1866
Disabled=No
Type=AT_LandArea
Tag=KOWEIT
Name=Kuwait
Terrain=TT_Desert
Town={Kuwait|0|0|0|0|0}
IdMapAreaGroup=5034
Harbour=HT_MinorPort
Control=2012
Ownership=2012
Nationality=2012
Coordinates=12881,1580,12826,1702,12884,1536,12872,1632,12924,1652,12888,1628,12836,1588,12860,1576,12884,1560,12904,1560
Borders={1864||TT_Same},{2943||TT_Same}
RailCapacity=0
UsedRails=0
RailsConvertedBy=2012
BeachHead=No
Climate=CLT_Desertic
RecruitPointsMalus=0
RequiredNumberOfBattles=0
WonBattles=0
SeaHazard=0
EndAreaMap
The text highlighted in
bold shows that you are so telling the game engine
the Kuwait area is bordering with the Persian Gulf (
Id 2943).
The opposite must be done for the Persian Gulf, of course...
BeginAreaMap
Id=2943
Disabled=No
Type=AT_Sea
Tag=PERSIAN_GULF_D
Name=Persian Gulf
Terrain=TT_Sea
Town={|0|0|0|0|0}
IdMapAreaGroup=0
Harbour=HT_NoHarbour
Coordinates=12700,1352,12832,1368,12756,1396,12848,1436,12732,1316,12784,1340,12800,1396,12668,1440,12716,1472,12756,1488
Borders={2925||TT_Same},{2898||TT_Same},{2897||TT_Same},{2907||TT_Same},{1866||TT_Same}
RailCapacity=0
UsedRails=0
BeachHead=No
Climate=CLT_Desertic
RecruitPointsMalus=0
RequiredNumberOfBattles=0
WonBattles=0
SeaHazard=0
EndAreaMap
This job is to be done in
all areas that are physically bordering with the Persian Gulf. This is why you were unable to send units to Kuwait, for instance, passing from the Persian Gulf...

Posted: Wed Jan 14, 2009 2:53 pm
by calvinus
Syagrius wrote:woa that seems to much technical for me

What adding the info is doing exactly, do we all need to do it?
You all are
not requested to do it, unless you wish to "fix" your personal savegame. Unfortunately I can't do it, of course.
So if you have a saved game that you like a lot and you wish to continue playing with it with all latest fixes coming from the latest patch, I just explain what to do.
Posted: Wed Jan 14, 2009 3:03 pm
by Syagrius
calvinus wrote:You all are not requested to do it, unless you wish to "fix" your personal savegame. Unfortunately I can't do it, of course.
So if you have a saved game that you like a lot and you wish to continue playing with it with all latest fixes coming from the latest patch, I just explain what to do.
Okay thanks a lot!

No need for now, you haver more important things to do I am sure

Posted: Wed Jan 14, 2009 8:11 pm
by Hungry Joe
Just started a brand new 1914 Grand Campaign as the Entente and noticed that the unit in Kuwait was still showing the out of supply icon, and troops could not be naval transported from there. After a bit of playing around I checked the .MAP file for my save and noticed that although the "borders" entry for Kuwait was correct as in post #16 above, the Persian Gulf "borders" entry was missing ",{1866||TT_Same}" at the end.
Posted: Wed Jan 14, 2009 8:48 pm
by calvinus
Hungry Joe wrote:Just started a brand new 1914 Grand Campaign as the Entente and noticed that the unit in Kuwait was still showing the out of supply icon, and troops could not be naval transported from there. After a bit of playing around I checked the .MAP file for my save and noticed that although the "borders" entry for Kuwait was correct as in post #16 above, the Persian Gulf "borders" entry was missing ",{1866||TT_Same}" at the end.
That one of Kuwait British garrison going out of supply is a known bug, scheduled for fix. For the time being, I suggest you to try putting that corps in reserve, if possible. Or to launch an attack agains the neighboring major cities of Turkey, in order to get some supply sources.

Posted: Wed Jan 14, 2009 8:52 pm
by Syagrius
Moving VI Army from India in Koweit would not be a solution? Will VI army will be out of supply also? The current patch solved the transport problem from India but if the army is to starve to death in Koweit (in order to invade Mesopotamia) it would not be a lot better.
Posted: Thu Jan 15, 2009 8:18 am
by calvinus
Two immediate solutions:
1) Send a (large) fleet to the Persian Gulf with "Control" mission and order the landing in Bassora (or where the beach-head is located, I don't recall the place, sorry). The beach-head will become a supply source as long the Persian Gulf is British controlled.
2) Send the VI army to Kuwait and attack immediately the Turkish major cities there: you need of two of them in order to build a supply line (or just one if you enable the "simply supply rule" - Options window).
Posted: Fri Jan 16, 2009 8:26 am
by calvinus
Hungry Joe wrote:Just started a brand new 1914 Grand Campaign as the Entente and noticed that the unit in Kuwait was still showing the out of supply icon, and troops could not be naval transported from there. After a bit of playing around I checked the .MAP file for my save and noticed that although the "borders" entry for Kuwait was correct as in post #16 above, the Persian Gulf "borders" entry was missing ",{1866||TT_Same}" at the end.
Ok, I finally found the reason: there seems to be a bug in the tool used by AgeOD team for the generation of map, in what concerns the "adjacency" informations for regions located on the external boundaries of the map.
What I'm going to do is to add a check at the beginning of each scenario/savegame load in order to grant a reciprocity in all borders. This will work also for old savegames.

Posted: Fri Jan 16, 2009 9:29 am
by PhilThib
Areas fixed

Posted: Fri Jan 16, 2009 7:32 pm
by calvinus
Bug finally fixed! Tested transports both from and to Kuwait, plus supply of course.

Posted: Fri Jan 16, 2009 7:33 pm
by Nial
Nice, thanks a bunch Cal.
Nial
Posted: Sat Jan 17, 2009 3:19 pm
by Hungry Joe
Great news!
