Bullman
Lieutenant
Posts: 128
Joined: Sat Jun 23, 2007 3:35 am

Activated leaders becoming de-activated when attached to a unit? BUG?

Thu Dec 26, 2013 2:11 pm

Hello,

As you know, leaders can appear as either "activated" or "deactivated" at the beginning of a turn.
You typically expect them to remain in that state at least until the start of the following turn.

I have discovered however that it is possible to change the state of a leader from "activated" to "deatcivated" by attaching them to a unit that was detached from a "deactivated" leader.
If you have a "deactivated" leader attached to a unit, detaching that leader from the unit and attaching "activated" leaders to that unit will convert the "activated" attached leader to "deactivated".

There seems no way to reverse this except reloading the turn from a save. Quite annoying and easy to miss.

Something seems wrong here.

Comments?

Bull

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Philippe
AGEod Veteran
Posts: 754
Joined: Thu Oct 26, 2006 11:00 pm
Location: New York

Thu Dec 26, 2013 5:52 pm

It is possible (and in fact likely) that I didn't understand what you wrote.

Do you mean units that are merely under the command of a deactivated leader, or an individual unit that is merged with leader?

What you are describing doing sounds a lot like an attempt to get around a design feature. If that's the case, then what you seem to be saying is that you are annoyed that an attempted exploit doesn't work.

If a leader is deactivated, then that general and all of the staff and subordinates in his command are contemplating their navels and performing meaningless administrative tasks as well as making his troops perform pointless calisthenics for a month. In that context it doesn't surprise me that another leader who is not deactivated becomes deactivated when he gets reassigned to lead a unit that is intent on spending a month chasing its own tail.

Did you perhaps mean something else, or am I just not getting it ?

People who come out of the computer gaming world tend to hate paralyzing deactivation effects. People who play operational scale board games (e.g. Kevin Zucker's Napoleonic games) expect stacks to periodically sit around doing nothing for no apparent reason. The command is what is supposed to get deactivated, not just the leader.

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Erik Springelkamp
Brigadier General
Posts: 412
Joined: Sat Dec 03, 2011 2:40 pm
Location: Groningen, NL

Thu Dec 26, 2013 7:48 pm

In general it is perfectly possible to reattach units from an inactive commander to an active commander and then use them in an attack. I do it all the time in different AGEOD games. Unless the strict activation option is used and the passive stack is locked.

So what the OP describes is unusual, especially the permanent de-activation of the second leader.

Bullman
Lieutenant
Posts: 128
Joined: Sat Jun 23, 2007 3:35 am

Fri Dec 27, 2013 12:26 am

Seems there is some confusion about what I am saying, maybe around the term "attaching" and "detaching" leaders to units. By this I mean using the + and - buttons in the Special Orders menu to "merge"/"un-merge" leaders with individual units (not simply shuffling leaders in and out of stacks). If you detach an deactivated leader from a unit, then attach an activated leader to that unit, the activated leader will now be deactivated. If you now detach that leader from the unit, that leader will now remain deactivated. It is irreversible.

Erik Springelkamp wrote:So what the OP describes is unusual, especially the permanent de-activation of the second leader.


Yes.

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