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Brown Water blockade

Posted: Mon Sep 14, 2015 9:16 pm
by greycat
Having read the helpful sticky, I'm still not convinced that this is working as intended. It's early 1864 and I (the Union) have just captured Forts Fisher and Caswell. The game turn has been advanced but there is still no blockade icon for Wilmington; if fact no CSA port has the icon, except for Matagorda which I am blockading from the sea. So I moved some blockade ships to the exit zone (Cape Fear River) for Wilmington and did the same for Savannah and Pensacola, where I also control the forts. I advanced the game turn again and bingo! Not only did the blockade icons appear but the blockade effectiveness went up from 55% to 70%.

Despite my best efforts the Confederates just keep getting stronger - now I know why! :mad:

Is this intentional? If so, it seems to be rather unrealistic. Or am I still missing something? :confused:

(I thought it was worth starting a new thread, as this is an important issue and the sticky has been dormant for a while.)

Posted: Tue Sep 15, 2015 12:40 pm
by Gray Fox
Things to check:

-A fort needs to have an artillery element inside its structure. IIRC, when you capture a fort, the fort's guns end up in the region, but not inside the fort itself.

-If you left a General stacked with the fort, he must be active for the fort to exert a blockade.

-The Wiki mentions that a friendly fort can negate an enemy fort, so if a Confederate fort is present in the city, it may not be blockaded for this reason.

"bloAdjFriendlyFort = -4 // brown water blockade, bonus given by adjacent fort
bloAdjEnemyFort = 4 // same, for an enemy fort (malus) "

Posted: Tue Sep 15, 2015 8:38 pm
by greycat
Thanks for this information. I have eliminated the first two points, so it must have something to do with the construction of enemy forts; this seems to be confirmed by comparing my game to a new campaign. However, there does seem to be more to it than this - I will continue to investigate! I'm not sure I understand the rationale of this rule though. :blink:

Do you know were the script you mentioned is located?

Posted: Wed Sep 16, 2015 12:47 pm
by Gray Fox

Posted: Wed Sep 16, 2015 8:16 pm
by greycat
:thumbsup: The blockade adjustment for an enemy fort seems to interact with the "USADistantBlockades" event in an unpredictable way (unpredictable by me, that is). So I have disabled it, as it does not seem very realistic, and distant blockades now seem to work properly. :cool: Occupying Fort Fisher now causes Wilmington to be blockaded without the need for ships; likewise, Fort Pickens/Pensacola, Fort Pulaski/Savannah, and so on.

I will monitor for any 'side effects', but for now many thanks for helping me resolve this annoying problem! :hat:

Posted: Thu Sep 17, 2015 2:19 pm
by Gray Fox
Glad to be of assistance.

You might want to open a thread in the "Help improve CW2" sub-forum about your reasoning on the realism of the fort cancellation effect. This could lead to a useful discussion and perhaps a tweak. I've noticed a few changes as a result of my persistance, so AGEOD gets high marks for listening to feedback.