
Egg Bub wrote:P.S. I understand that in 1870/1914 Europe this is less unusual, but no way could China put 500000 men on the battlefield in 1865.
Kensai wrote:Russians in Africa... argh, my eyes are hurting!
(I suspect you play with extended claims, right?)
Moriety wrote:The pillaged problem;
These two provinces have been pillaged for about 20 years, or over 450 turns! It would be nice if the pillage problem was looked at .
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One other thing: If a new city is formed in a colonial area, but without Protectorate or Colony status, and a great power has troops within the province, they automatically gain control of the new city. This has so far (1901) caused problems in almost every colony the AI is trying to gain as these cities become fixed to that illegal owner.
A fix that gives ownership of the city automatically to the tribe/minor nation would solve this problem.
Kensai wrote:Indeed the blockading seems incomplete although in Sakhalin's case it was not continuous as if Russia had few ships to do this effectively. I have noticed something strange though (in tests): sometimes you THINK you blockade but the other side (the blockaded) does not even see your ships (they are hidden) and obviously no blockade appears. This happens especially in bad weather. So there is this interface problem where one side sees the blockading icon and same turn the other side does not. I do not know what the engine counts at this point.
Jim-NC wrote:Have you moved any high detection units into those 2 areas (like cavalry)? I suspect you have a rebel or tribal problem (you can't see the units with what you have there).
PhilThib wrote:May be we could decide these canal structures could not be destroyed?
Kensai wrote:Also, I still believe the probability of meeting rival trade ships in an MTBs is still remarkably low. I mean in my tests I put my entire fleet of 4000+ combined power (comprised of battleships, frigates, and corvettes) in an MTB and there can be even 4-5 turns (!!) before a meager damage of a couple of hits (!!!!) is done. Considering that once a trade ship or any other ships gets to an MTB it is almost "indestructible" (because of how battles in MTBs work), I am positive that the probability of encountering and hitting rival ships in MTBs should be at least 2-3x more. BOTH probability of encounter and damage delivered.
If one places a huge fleet in an MTB, damage should be the rule, not the exception. And I mean serious damage: 5-10 hits at least per turn, more if one places his entire fleet to counter the enemy trade activity. This will revolutionize how MTB battles are done, effectively forcing players to send fleets there to fight and protect their merchant ships and even renewing them.![]()
Kensai wrote:Moriety, the travel speed is rather nicely simulated, actually. Do you check the weather before sending the ships to a distant destination? (use the appropriate filter)
When I need to send ships far away I always send them in "port hops", meaning I try to reach by the 10th day of the voyage a friendly anchorage or coaling station (better: as it resupplies the ships!). I give 10 days because sometimes the ships delay their departure and I don't want to end the fortnight in open sea. Other than that, the weather (if windy or worse) can severely slow down your fleet and sip it of its cohesion.
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