iceboy
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Fort Sumpter Guns

Sun Apr 15, 2007 5:59 pm

I captured Fort Sumpter and the Fort Batteries and I have field artillery replacements but it will never fill up. The guns are fixed in the fort. How do I fill up the unit?
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PhilThib
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Sun Apr 15, 2007 6:18 pm

You can't (for the moment).

iceboy
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Sun Apr 15, 2007 6:33 pm

PhilThib wrote:You can't (for the moment).


Care to expand on that? For the moment? :)

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PhilThib
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Mon Apr 16, 2007 5:48 am

The fort battery unit is a unit with only 1 sub-component, i.e. only 1 battery of guns. No more may be added. In addition, the unit is not buildable in the game (it represents those emplaced guns that were sitting in those old pre-war forts). The best that can happen is that you capture them upon taking the forts (there is a fair chance to destroy them during the siege or assault)... is it expanded enough ? :sourcil:

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DennyWright
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Mon Apr 16, 2007 6:47 am

Doesn't that also fit historically? Fort Sumter was under heavy fire from the other emplacements - I do not think it would have been possible to bring in transports, unload cannon and set them up while under heavy fire.

Anyway, Fort Sumter is effectively lost at the start of the war - perhaps it would be a big waste of resources trying to reinforce it.

iceboy
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Mon Apr 16, 2007 11:36 pm

PhilThib wrote:The fort battery unit is a unit with only 1 sub-component, i.e. only 1 battery of guns. No more may be added. In addition, the unit is not buildable in the game (it represents those emplaced guns that were sitting in those old pre-war forts). The best that can happen is that you capture them upon taking the forts (there is a fair chance to destroy them during the siege or assault)... is it expanded enough ? :sourcil:


That makes sense...by why did you say for the moment? If no more can be added?

Just to be sure we are on the same page I am talking about filling up the depleted strength of the unit...(see picture)

daidojisan
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Tue Apr 17, 2007 4:53 am

i have the same thing, the captured unit will not accept replacements. It should be able to do this since in it current state it is not particularly usefull (combat strenght 6 :p leure: )

:dada:

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PhilThib
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Tue Apr 17, 2007 5:04 am

iceboy wrote:That makes sense...by why did you say for the moment? If no more can be added?

Just to be sure we are on the same page I am talking about filling up the depleted strength of the unit...(see picture)



Because, as mentionned in another post, adding replacements to a depleted captured unit is not implemented (or forecasted) for the moment. I would say this could be understood as a simplification of reality (different crews, calibers, ammunition, standards...etc...)

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pasternakski
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Tue Apr 17, 2007 5:12 am

PhilThib wrote:Because, as mentionned in another post, adding replacements to a depleted captured unit is not implemented (or forecasted) for the moment. I would say this could be understood as a simplification of reality (different crews, calibers, ammunition, standards...etc...)


I find this perfectly sensible. You have captured a few guns, not a "unit."

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Pocus
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Tue Apr 17, 2007 6:35 am

daidojisan wrote:i have the same thing, the captured unit will not accept replacements. It should be able to do this since in it current state it is not particularly usefull (combat strenght 6 :p leure: )

:dada:


level 1 fort (and pre war fort is a level 1 fort) don't accept replacements. You need to be in a town (level 2+), a depot, a fortification (level 2 fort).

So no possibilities of reinforcing the guns of Fort Sumter, unless you move them first into town.
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Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

veji1
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Tue Apr 17, 2007 7:11 am

Does that mean you can move them to Charleston, reinforce and back ? I'll have to check...

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Pocus
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Tue Apr 17, 2007 2:00 pm

yes, but after some discussions, we will grant pre-war fort this ability in the next update.
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Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

iceboy
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Tue Apr 17, 2007 11:26 pm

veji1 wrote:Does that mean you can move them to Charleston, reinforce and back ? I'll have to check...


Well you cant move them because they are fixed in place...

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NewAgeNapolean
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Questions for Pocus or PhilTib about the real Fort Sumter.

Sat Apr 21, 2007 7:11 am

Actually, DW does bring up an interesting point.

Maj. Anderson(USA) accepted surrender terms after roughly 34 hours of siege. His entire garrison was allowed to evacuate to Union ships waiting out of range of the harbor defenses(minus the batteries of course). The US troops had used nearly every last pound of ther supply and the only combat fatality of the entire episode occured when a cannon exploded while firing a salute honoring the defenders(one of Andersons requests; the horrors war having not yet descended on the nation). :p apy:

So in terms of the game the Confederates should basically walk into a fort with operational guns sometime during the first turn, :dada: Freeing up portions of the Carolina Command to travel north to Manassas and destiny. :king:

Just wondering why this event was excluded/changed. Play balance, testers asked for it,allowing for alt. history etc. :confused:

Many thanks.

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