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Pocus
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Tue May 06, 2008 1:25 pm

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

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Jabberwock
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Tue May 06, 2008 1:41 pm

soloswolf wrote:Can you put up some screen shots to show us the units you purchased? Maybe if we know what cities they are in, we can help figure out the issue.

:niark:


They are all currently in New England, waiting to move to Richmond as soon as the transports finish building.
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mp84
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Tue May 06, 2008 5:16 pm

Pocus wrote:Same region is sufficient.


excellent thanks!

MP

Coregonas
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Tue May 06, 2008 7:53 pm

W.Barksdale wrote:Okay here we are. Load up the Federals. 130 units purchased in backup1. No inflation with resources to spare. New Units raised screen states only 74.
Can't believe no one else has noticed this. Maybe it's just my install?


I did post a thread a few days ago reporting this. Just a minor bug as seems units are really raised, just count is not ok.

http://www.ageod-forum.com/showthread.php?t=8654

I m trying to figure why this happens. Some posibility:

1.- If several units are built in the same city, those count as 1 unit?
2.- Sometimes, when you build a lot of units of the same type (for instance 5 cavalry in LA) several of them get raised in a single stack, perhaps the count is not units but "stacks".

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W.Barksdale
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Tue May 06, 2008 10:08 pm

Yeah yeah minor bug for sure. The screen is, no was, handy for double checking that you didn't miss any units that you need.

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W.Barksdale
AGEod Grognard
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Wed May 07, 2008 4:14 am

Something really wrong with the new Divisions replace lost elements feature...

Check out Bee's Division in Nashville, Tennessee, Wilcox Brigade got the replaced element instead of the brigade it was meant for.

Oh and Pocus Kentucky Militia are still locking after they become unlocked...
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Gray_Lensman
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Wed May 07, 2008 4:34 am

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Primasprit
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Wed May 07, 2008 7:55 am

W.Barksdale wrote:Something really wrong with the new Divisions replace lost elements feature...

Check out Bee's Division in Nashville, Tennessee, Wilcox Brigade got the replaced element instead of the brigade it was meant for.

I will check that, thanks. :cwboy:

Cheers
Norbert

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Franciscus
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Wed May 07, 2008 10:37 am

Franciscus wrote:(...)

My sole question, really, is this:
- Will a division intentionally built by a player with "full" brigades but with less than the maximum cap of elements receive automatically new elements until this cap is reached ? I think not, because the mechanics are fundamentally not changed, I think - ie, new elements go to brigades. But I would like to see this absolutely clarified...


Well, I think that I was right in raising this question, as something seems to be really not working exactly WAD
Count one more little bug uncovered by old Franciscus :p apy: :niark:

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W.Barksdale
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Wed May 07, 2008 7:19 pm

The obstructing river crossing feature is not working at all now. Load up either side in TN\KY.
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W.Barksdale
AGEod Grognard
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Wed May 07, 2008 7:22 pm

Given the quality of this patch I hope this is not a harbinger of things to come.

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runyan99
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Wed May 07, 2008 11:03 pm

W.Barksdale wrote:The obstructing river crossing feature is not working at all now. Load up either side.


It appears you are right.

Fern
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Wed May 07, 2008 11:59 pm

It also happened to me yesterday or two days ago. One of my opponent's CSA army corps slipped into Chatanooga by rail after beign defeated in Nashville. It had retreated into the city east of Nashville after the battle, I don't remember the name, but he was able to march on foot a region (about 8 days) then moved the Corps by rail into Chatanooga. My two Gunboat Squadrons (4 elements in attack mode wiht enough supply and no ebnemy naval forces in the area) which were by Chatanooga trying to impede that move did not interdict it. We started the game with version 1.09 then installed v1.10.

I was wondering the patch info was wrong, so I needed four Gunboats squadrons rather than four elements.

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W.Barksdale
AGEod Grognard
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Thu May 08, 2008 12:20 am

Fern wrote:I was wondering the patch info was wrong, so I needed four Gunboats squadrons rather than four elements.


No I've tried with 4 squads as well. Enemy forces can still cross.

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bigus
General
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Thu May 08, 2008 12:52 am

W.Barksdale wrote:No I've tried with 4 squads as well. Enemy forces can still cross.


Confirmed again. I took it one step further and moved 6 elements north and 4 elements south to cover a total of 3 river zones and McCulloch was still able to cross. I figured he might be moving around the blocked river.

Bigus

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Chaplain Lovejoy
Brigadier General
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RR Repair?

Thu May 08, 2008 1:21 am

Playing Union under 1.09, I notice the CSA AI never seems to care about fixing broken RRs. Is this adjusted in 1.10?

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Gray_Lensman
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Thu May 08, 2008 1:36 am

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pepe4158
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Thu May 08, 2008 3:23 am

You know you all may cruicfy me over this, but I hope the gunboat blocking crossing stays broken..its mainly used by the southern player,and as I read back thru Grants campeigns...he never considered confederate gunboats a formidable obsticle anyway.
Gunboats would be a very poor defense against infantry crossing a river anyway as a large body of infantry (brigade strength), equipped with artillary would simply unlimber their heavy guns and tear the gunboats up; gunboats would only be an obsticale if they found the supply wagons or something rather defenseless.
Gunboats were primarly used by the confederates in place of capital ships, (since they had no navy so to speak of in comparison to the unions), and were concerned primarily with the Missisippi river defense, to attack the Northern ships CARRYING and ferrying troops...the northern transports and when unfortunatly pressed to to attack the capital ships.
Many were just simple river barges loaded with cannons.....a really bright confederate though got the idea instead of firing cannons with them, lets load it with dynamite and send it into a union capital ship (the union conterpart was designed by C. Ellet) , hence you have Faragaut's fammous line, 'damn the torpedos n full speed ahead.'
Northern Gunboats were primarly used to shell forts...a static opponent.
not to block troop movement although at Shiloh and Donaldson Grant wanted them as support artillary to his infanty...but you dont see union gunboats alone blocking southern troop movement...rather it was used as support artillary.
------Ahhh the generals, they are numerous but not good for much.------

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runyan99
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Thu May 08, 2008 3:38 am

pepe4158 wrote:and as I read back thru Grants campeigns...he never considered confederate gunboats a formidable obsticle anyway.


On the other hand the Confederates considered Union gunboats a serious problem on every river they appeared, from the James to the Mississippi.

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pepe4158
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Thu May 08, 2008 3:47 am

yes they were dangerous as support artillary to infantry....they knew wherever the gunboats were, infantry was close by, or used alone to shell forts and static defense lines.
Ive been down to Vicksburg and stood on the small hill that Faragaut shot over to shell Vicksburg from....they shelled the whole town from the river.
Grants Infantry and batteries were on that hill (overlooking the town)....protecting the gunboats
------Ahhh the generals, they are numerous but not good for much.------



The Civil War is not ended: I question whether any serious civil war ever does end.

Author: T. S. Eliot



New honorary title: Colonel TROLL---Dont feed the trolls! (cuz Ill just up my rank by 1 more post!)

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Gray_Lensman
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pepe4158
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Thu May 08, 2008 4:26 am

slower movement across bad terrain is what i advocate in regards to raiders; I cant even catch em with trains for g^ds sakes!

Have to read up on that with Morgan....what were they chessy 6lbs?

N Morgans raiders were usually farmhands...hardly linned professional soldiers.

Just saying for my 2c hope it stays broke...hmmm but let me take a wild quess...now that we had this conversation its Pocus's number one fix issue?
------Ahhh the generals, they are numerous but not good for much.------



The Civil War is not ended: I question whether any serious civil war ever does end.

Author: T. S. Eliot



New honorary title: Colonel TROLL---Dont feed the trolls! (cuz Ill just up my rank by 1 more post!)

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Gray_Lensman
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pepe4158
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Thu May 08, 2008 4:39 am

me 2///along with the reinforcement issue.
------Ahhh the generals, they are numerous but not good for much.------



The Civil War is not ended: I question whether any serious civil war ever does end.

Author: T. S. Eliot



New honorary title: Colonel TROLL---Dont feed the trolls! (cuz Ill just up my rank by 1 more post!)

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Jabberwock
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Thu May 08, 2008 5:31 am

pepe4158 wrote:You know you all may cruicfy me over this, but I hope the gunboat blocking crossing stays broken..


Before anyone gets too carried away with this suggestion, think of the drama, the expense, and the cleanup involved with a crucifixion.
:hat: :siffle: :niark:

BTW - there is an extensive discussion of the interdiction topic and suggestions for how it might be modified here.
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Gray_Lensman
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Jabberwock
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Thu May 08, 2008 6:13 am

Gray_Lensman wrote:The only fly in the ointment


I don't think the Union ever gets the possibility of building naval units in Tennessee. Weren't they the ones building gunboats at Bridgeport?
:innocent: :siffle:

Sure, I'll try.
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Jabberwock
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Thu May 08, 2008 6:21 am

pepe4158 wrote:slower movement across bad terrain is what i advocate in regards to raiders; I cant even catch em with trains for g^ds sakes!

Have to read up on that with Morgan....what were they chessy 6lbs?

N Morgans raiders were usually farmhands...hardly linned professional soldiers.

Just saying for my 2c hope it stays broke...hmmm but let me take a wild quess...now that we had this conversation its Pocus's number one fix issue?


FYI, about 90% of my cavalry escapades in our game involved riverine movement. Even if this stays broken, you still wouldn't catch them with trains.

I'm on a roll tonight.
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GShock
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Thu May 08, 2008 7:16 am

With my 20+ yrs of experience in gaming i've never ever met a community with such talented players.

You guys are the cream of the crop and, judging from what i've experienced with AgeOD's policy in development i don't hesitate saying that the devs deserve your contribution and that undoubtedly you're the cherry on the cake of a well deserved success for AACW game.

Sorry, i couldn't help saying it. (blushes)
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