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Captain_Orso
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Bug: Embarking and Debarking Troops to/from a Sea Region

Thu Dec 22, 2011 9:14 pm

I was trying out the "Distant Unload" icon (1.16rc9) and discovered a couple of bugs that appears to be in the game at least since 1.15. I tested 1.15 and 1.16rc7.

1. If you have a fleet in a sea region (not a coastal region (which I didn't actually test, but I assume works the same) with troops on it and you drag them off the ships and just leave them in the sea region and let the fleet sail away, they will stand in the sea region until the turn ends and then be dropped onto one of the nearby land regions none the worse for their experience.

2. Even stranger, if you have ships at sea, even in one of the boxes, you can drag a stack onto the fleet and they will 'walk' across the water at 5 days per sea region and embark onto those ships.

:bonk:

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lodilefty
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Thu Dec 22, 2011 11:18 pm

Captain_Orso wrote:I was trying out the "Distant Unload" icon (1.16rc9) and discovered a couple of bugs that appears to be in the game at least since 1.15. I tested 1.15 and 1.16rc7.

1. If you have a fleet in a sea region (not a coastal region (which I didn't actually test, but I assume works the same) with troops on it and you drag them off the ships and just leave them in the sea region and let the fleet sail away, they will stand in the sea region until the turn ends and then be dropped onto one of the nearby land regions none the worse for their experience.

2. Even stranger, if you have ships at sea, even in one of the boxes, you can drag a stack onto the fleet and they will 'walk' across the water at 5 days per sea region and embark onto those ships.

:bonk:


1. Not surprising, as the game engiine protects against sunk transports. However, it's supposed to only be to adjacent land region. :blink:

2. real wierd

Confirmed. :(

Looks like #1 is abusing riverine movement somehow :blink:
#2 definitely is abusing the "sinking ship - all hands to lifeboats" logic :wacko:

I'll alert the Master :)
Thanks for the report :thumbsup: :coeurs:
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Captain_Orso
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Fri Dec 23, 2011 1:32 am

Well, the ships didn't sink, yet; I just sailed them away to see what would happen. I was also trying to see if I could get enemy ships to attack the water-walking divisions I was marching across the Gulf, which never happened, when the hunting fleet accidentally ran into my waiting transports.

I ran it a couple of times resetting the transports to different ROE. Semmes was wounded and landed in Texas the both times. In the one battle report one transport was sunk and in the other only 52 men were killed. But in both the entire fleet went missing :confused: . There were nowhere to be found and since they were only transports, and the only ones the south had, checking the unit lists in the ledger should have found them easily. I think the Bermuda Triangle has wandered :wacko:

Oh, and I thought that they might be using riverine transportation too and checked the box, but nope, not a point was being used :blink: . Maybe it was :cthulhu: ... naaaa ... :blink:

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Captain_Orso
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Sun Dec 25, 2011 9:59 pm

Sometimes there is a perfectly logical explanation for things that happen :) . That missing fleet? I found it. The US captured it in it's entirety :neener: . The battle report just didn't mention it; but the !BattleLog.txt does :bonk:
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lodilefty
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Tue Dec 27, 2011 1:15 pm

I've located a few old beta threads discussing Riverine transport from ocean to shore. It's WAD!!!


...but that was before distant unload, so:


1. Distant unload stays in as-is.
2. I'll look into Ocean-going Riverine (it's actually a Model!) to see if it impacts ocean-supply network if we restrict it to Coastal/Shallow.

AFAIK, the issue with an Army unloading far out to sea and getting to shore is deeply embedded in code (to protect against heavy losses when water freezes), and so will probably remain as-is.
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