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Montbrun
Major
Posts: 249
Joined: Sun May 06, 2007 9:27 pm
Location: Raleigh, NC

Sun Jan 24, 2016 11:38 pm

lodilefty wrote:Saved game and \Scripts folder contents, please!!!!


Too late - I have saves set to 6 turns, but I'm way past that.

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Montbrun
Major
Posts: 249
Joined: Sun May 06, 2007 9:27 pm
Location: Raleigh, NC

Sun Jan 24, 2016 11:38 pm

The British AI is stripping Canada of mobile forces, and sending them to Gibraltar:

[ATTACH]37149[/ATTACH]

[ATTACH]37150[/ATTACH]
Attachments
CanadaGib2.jpg
CanadaGib1.jpg

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Montbrun
Major
Posts: 249
Joined: Sun May 06, 2007 9:27 pm
Location: Raleigh, NC

Sun Jan 24, 2016 11:43 pm

Army Creation. I decided to form a French "Army of Spain" prior to accepting the "Invade Portugal" event. I used Suchet as the army commander. I found that the AI is no longer automatically naming armies, which I don't have a problem with. It just needs to be made clear that, you need to name the army to what you want BEFORE you hit the "Create Army" button, because you're stuck with that name, and can't change it:

[ATTACH]37151[/ATTACH]
Attachments
ArmySpain1.jpg

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Montbrun
Major
Posts: 249
Joined: Sun May 06, 2007 9:27 pm
Location: Raleigh, NC

Mon Jan 25, 2016 4:19 am

Sicily seems to be the new vacation spot for Spanish Leaders:

[ATTACH]37152[/ATTACH]

[ATTACH]37153[/ATTACH]

[ATTACH]37154[/ATTACH]

But, after a few turns, they apparently go home:

[ATTACH]37155[/ATTACH]
Attachments
SpainSicily4.jpg
SpainSicily3.jpg
SpainSicily2.jpg
SpainSicily1.jpg

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Pocus
Posts: 25662
Joined: Wed Oct 19, 2005 7:37 am
Location: Lyon (France)

Mon Jan 25, 2016 10:45 am

If losing a sea battle, a leader will shore nearby and then put back in the capital. So that's normal to see this delay.
Image


Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

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Montbrun
Major
Posts: 249
Joined: Sun May 06, 2007 9:27 pm
Location: Raleigh, NC

Mon Jan 25, 2016 4:35 pm

That makes sense.

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Khanti
Captain
Posts: 173
Joined: Mon Sep 08, 2014 6:06 pm
Location: Poland

Tue Jan 26, 2016 2:07 am

Why gunboats have frontage open = 3000? They have frontage closed = 3.
I've seen it when building British River Gunboat Squadron 1805.
The same is with Riverine Transport (shallow movement ships).

---
Another question: why Sloop ships have 0 patrol ability (same as transport/indiaman ships) when on sea, but 6 points when in shipbuilding window?
Brigs, frigates, warships act normally and have patrol points constantly.

---
Math: when starting British campaign the say I "have 1 army, no more allowed, total:2". I always thought 1+0=1, not 2 ;)
Or maybe we can have "1 more allowed"?
You can see it in this aar: http://www.ageod-forum.com/showthread.php?41408-RC2-candidate-AAR-playing-GB-and-Orso-playing-Austria-against-the-AI

---
I killed ships! ;)
Just a little glitch - those Spaniards use the same name for their squadrons (R. Luisa x2):
Image

veji1
AGEod Guard of Honor
Posts: 1271
Joined: Fri Dec 08, 2006 6:27 pm

Tue Jan 26, 2016 10:39 am

Btw, in this patch ships of the line now have a 10% chance of capture (ie not litterally 10% I assume it's a number used in some sort of check at some point in a losing battle). It has never happened to me. I think the fact that fire tends to focus on the ships of the line during battle means that when a side is losing its ships of the line get annihilated before the "capture check" gets made, which means you can still only capture transports / Sloops rather than ships of the line or Frigates.

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PhilThib
Posts: 13705
Joined: Tue Oct 18, 2005 5:21 pm
Location: Meylan (France)

Tue Jan 26, 2016 11:01 am

Montbrun wrote:Berg's forces are using two different colors:

[ATTACH]37124[/ATTACH]

[ATTACH]37125[/ATTACH]


WAD, a color for militias and another for regular troops...this is the case for most nations, only this one shows probably too much contrast
Image

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