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Jacek
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Can't build forts

Wed May 23, 2007 2:26 pm

I moved Holmes, CSA with 4 arty units & 2 supply units from Harpers Ferry alongside Potomac down to the river's estuary and my Build Fort button was greyed out all the time!!!! I couldn't build a fort in any region. Build Depot icon showed only when I took away Holmes from the stack. Still, the arty&supply stack couldn't develop a fort anywhere along the river. Do I have to have SPECIFIC artillery units in the stack? All 4 units have to be the same type?

PS.Playing 1.02 demo

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Pocus
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Wed May 23, 2007 3:04 pm

are the artilleries damaged?
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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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Jacek
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Wed May 23, 2007 3:10 pm

Don't know... Do they have to be all at full strength to build fort? If so, I will go back to the save to check their status. One thing , as far as I rememeber, the manual didn't say explictly they have to be UNSCATHED, hehe. Just 4 of them.

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Pocus
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Wed May 23, 2007 4:35 pm

you need to have them at least to 50%, to prevent some exploits. The manual try to give the essential, and not all anti exploits and tiny rules, this would drown you otherwise :)
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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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Jacek
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Wed May 23, 2007 6:04 pm

I made it! You have to have 4 arty units of the SAME kind! I did it with 4 20lbs. Previously there were three 20 lbs and a horse-drawn arty unit in the stack. BTW, would 4 horse-drawn units give me a fort as well? Anyway, manual is somewhat misleading because it doesn't say you have to have 4 units of the same kind. On the other hand you are less likely to see a string of forts along the Potomac. ;)

veji1
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Wed May 23, 2007 6:21 pm

I do it with four 6lb, it is lot cheaper.... ;-)

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Pocus
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Wed May 23, 2007 6:31 pm

no, I'm not aware of this limitation, they don't have to be of the same kind... Send me the save and give me the region name so I understand the why, please: support@ageod.com
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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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Jacek
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Wed May 23, 2007 7:27 pm

I'll try to send it tomorrow.

veji1
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Thu May 24, 2007 7:58 am

Well I don't konw about that either, but all I know is that with four 6lb it is way cheaper.

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Gresbeck
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Thu May 24, 2007 10:13 am

Pocus wrote:you need to have them at least to 50%, to prevent some exploits. The manual try to give the essential, and not all anti exploits and tiny rules, this would drown you otherwise :)


Isn't it in any case an exploit to use (partially) depleted or cheaper units to build forts? Do the forts strength depend on strength / lb of artillery units used?

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Johnny Canuck
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Thu May 24, 2007 2:34 pm

Gresbeck wrote:Isn't it in any case an exploit to use (partially) depleted or cheaper units to build forts? Do the forts strength depend on strength / lb of artillery units used?


My suggestion would be that instead of requiring four artillery units & two supply wagons to build a fort, charge the player an equivalent amount of money, conscripts, & war supplies instead (only requiring a brigade to be present (not consumed by the construction, but simply to do the work) & 100% military control). That way, you avoid the potential exploits of using damaged artillery or using light instead of field artillery, & you reduce the micromanagement of having to purchase & move the units into position, but maintain the very high cost of constructing forts (perhaps the cost could even be a bit higher than four artillery units & two supply wagons to compensate for the fact that the player would no longer have to take several turns to purchase the units & move them into position).

veji1
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Thu May 24, 2007 2:58 pm

I like the fact that you have to transport the wagons and artillery around to build the fort, it emulates logistics... What could be good would be to just forbid captured units from contributing...

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caranorn
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Thu May 24, 2007 4:28 pm

Then captured units would have very limited uses. Maybe if ever they can receive replacements, but until then I'd definitely prefer captured units to remain usable. If anything I'd prefer it if the entire notion of captured units was removed (convert captured equipment into fresh units and deduct manpower from your pool (if necessary go negative)). To balance the use of manpower allow disbanding of units, restoring an appropriate amount of manpower.
Marc aka Caran...

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Jacek
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Thu May 24, 2007 4:33 pm

And let's mass produce quaker-gun units so we can enjoy a fort in every region! Howgh! :)

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denisonh
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Thu May 24, 2007 5:21 pm

veji1 wrote:I like the fact that you have to transport the wagons and artillery around to build the fort, it emulates logistics... What could be good would be to just forbid captured units from contributing...


Most certainly. I can see an exploit of manuevering behind an enemy with militia and "pop", there goes a fort. You can do that now, but have to risk the enemy capturing the artillery and wagons.

The other option is to make sure you have adequate supply, but that is more restrictive (don't have supply, can't build the fort).

I think the current construct is not all that bad.

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Stonewall
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Thu May 24, 2007 6:02 pm

One other thing to remember, you can not build depots or forts if the units necessary for construction are in a stack with an unactivated leader. You must remove the units from that leader's stack in order for the build options to appear.

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Jacek
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Thu May 24, 2007 6:05 pm

Thx Stonewall, will keep that in mind. :)

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Jacek
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Fri May 25, 2007 6:04 am

Pocus wrote:Send me the save and give me the region name so I understand the why, please: support@ageod.com



Sorry, checked yesterday and I have overwritten the save, but problems were probably stemming from a deactivated leader. I will check fort building in later games and duplicate the save as soon as I see problems.

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Jacek
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Fri May 25, 2007 8:49 am

OK, Pocus
No fort in region Morgan, West Virginia.
http://www.unbase.com/n/0859129088

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Pocus
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Fri May 25, 2007 1:48 pm

I got your mail Jacek. No bug but I forgot a constraint: in AACW you build extended fortifications, not forts in the wilderness for now, so you need at least a level 1 city.
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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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Jacek
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Fri May 25, 2007 1:54 pm

Pocus wrote:I got your mail Jacek. No bug but I forgot a constraint: in AACW you build extended fortifications, not forts in the wilderness for now, so you need at least a level 1 city.


Extended fortifications = extended entrechments, right?
1 level city is quite a constraint :(

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Pocus
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Fri May 25, 2007 2:03 pm

you can mod that in 10 seconds if you want, but this is by design on our side.
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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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