richfed wrote:Three things I've noticed in the latest patch; none of which impacts gameplay in any major way:
1 - Forts do not indicate the presence of garrisons within on their bases [green "lights"]
The Confederacy
Seven Deep South cotton states seceded by February 1861, starting with South Carolina, Mississippi, Florida, Alabama, Georgia, Louisiana, and Texas. These seven states formed the Confederate States of America (February 4, 1861), with Jefferson Davis as president, and a governmental structure closely modeled on the U.S. Constitution. In April and May 1861, four more slave states seceded and joined the Confederacy: Arkansas, Tennessee, North Carolina and Virginia. Virginia was split in two, with the eastern portion of that state seceding to the Confederacy and the northwestern part joining the Union as the new state of West Virginia on June 20, 1863.
Mauzophis wrote:Hm ,in my game garrisons in forts are not indicated at all. Neither in the bases nor at the flagstaff...????
Pocus wrote:if an army stack is not alone in a region, he will never initiate combat by itself. I see you have 2 stacks.
chainsaw wrote:So if I understand correctly, I should NOT be adding fighting capabilities to an Army HQ unit? I thought it was best to add divisions and brigades (up to their CP limits) to give the HQ some firepower...now it seems like I may be wasting those units.
What is the standard practice? Assign the HQ an aide (strat. 4+), the signal, medical and other REMF'ers?
edit - OK, I see your response in a related thread...
richfed wrote:1 - Forts do not indicate the presence of garrisons within on their bases [green "lights"]
2 - Just under the transportation assests/production scoreboard/ledger panel, there is a message -- during the AI phase -- that starts with Loading Master File. The next message used to say Generating AI Files. It no longer does, but now says Processing Day: 0/15, which normally came later in the cycle. Doesn't seem to be affecting anything, though.
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